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Thread: The Dark Mod Great Summer Vertical FM Contest!

  1. #1
    Member
    Registered: Oct 2002
    Location: UK

    The Dark Mod Great Summer Vertical FM Contest!

    Here's another fun contest for you mappers! We've pieced together some rules but are flexible to feedback over the next week or two. During that time please confirm if you are entering. We can keep putting the start date back until we have at least 3 or 4 ready to start building.

    This thread is just for information, recruitment and so players can anticipate what is coming! Please post any editing discussion over at http://modetwo.net/darkmod/index.php...editors-guild/

    THE RULES:

    BUILD TIME: Must be two months or less. The contest by necessity must be on the honour system but is flexible. So you must judge roughly that you took two months build.

    STYLE: This is a 'vertical' contest which means we are looking to exploit and enjoy height - mantling, roping, jumping, stairs, elevators, ladders, dropping, etc.

    TYPES: It can be anything that fits the above style: underground mine shafts, internal tower, external tower, or any combination. See later for examples.

    VOLUME LIMIT: You must build within these set limits...

    1280 x 1280 x unlimited vertical
    Plus unlimited inaccessible
    exterior space for facades,
    skybox, blue rooms etc.

    "1280 x 1280" just defines an area 1638400 square units so you could build within a rectangle. It must be vertical that so you cannot have slices of 1280 x 1280 that slope up at 10 degrees!

    "inaccessible" means both by the player or any AI. Projectiles allowed (you can throw a rock or shoot an arrow into or fall to your death or force an AI to fall in the inaccessible area. Death is the only excuse. You cannot use this area to drop to a ledge below or climb a ladder as that is gameplay.) Moving structure allowed, (flag waving in the breeze.) Effectively "inaccessible" means totally contained within clip.

    This external area is not compulsory. It can enhance your FM but it can also be a major headache. You can have an internal-only FM of 1280 x 1280 without the problems or advantages of an exterior. Or a combination which might be mostly interior but goes 'outside' briefly on the 14th floor! But just remember, if you or any AI go outside say onto a ladder or balcony it MUST be within the 1280 x 1280 so your tower must be less than that obviously if you have any exterior. An interior-only FM might have windows with sky texture to give a sense of outside much like was done in Chalice.

    "blue rooms" means any inaccessible room separate from the main build to store player tools, ammo, new stuff that might get teleported in, etc. etc.

    Examples (but not limited to these suggestions):

    A series of vertical and horizontal mine shafts going down contained within 1280 x 1280 plan view plus a blue room for holding inventory ammo, extra stuff to be teleported in whatever.

    A tower 1024 x 1024 plan view with interiors plus 128 accessible on all sides for eg, balconies, catwalks (the building could lean or extend one way 128 and on the floor above a balcony extend 256 the other way and still be within the 1024 total) plus any size inaccessible skybox around it (falling to your death is allowed in this space!) plus blue room.

    A hollow giant tree trunk 512 x 512 with branches going out to fill the 1280 x 1280 accessible area plus any size skybox and facades (forest if you wish) plus blue room.

    VOTING: is limited to three categories so will be on gameplay, visuals, and best use of verticality with points 3, 2, 1 multiplying each vote in those categories.

    Each FM must be submitted in the 'official' FM format - in a .pk4 file, ready to play. Help is on offer for those that need it.

    You are free to use the startpack or not as you wish. All objectives, weapons, etc. are already working so you only need to eg, adjust loot values. Or you can use the prefabs that include ammo shop whatever.

    You can use any prefab.

    Please confirm if you intend to enter and when you will be free to start. Anyone not confirming can still submit an entry before the yet-to-be-set close date but if I don't see at least 3 definites then it just won't happen.
    Last edited by Fidcal; 19th Jun 2010 at 05:54.

  2. #2
    Member
    Registered: May 2001
    Location: Italy
    1024 x 1024 x unlimited vertical


    edited now: i read better, all is correct, sorry i misurestood.

  3. #3
    Brethren
    Registered: Apr 2000
    Location: Cathedral Row
    Great idea for a contest - actually, I can't think of anything better at the moment. This should be fun.

    Quote Originally Posted by Fidcal View Post
    1024 x 1024 x unlimited vertical
    Oh, I like that a lot.

    Edit: Sterlino, I think there's a language issue here. "Unlimited" vertical means no restrictions at all on vertical space (Z axis).

  4. #4
    Member
    Registered: Oct 2002
    Location: UK
    After much discussion over at the dark mod forums I've decided to enlarge the plan view accessible limit to 1280 x 1280. But remember the vertical vote will for good use of height!

    We have enough interested now that I think I will start this at the weekend tomorrow Saturday. I'll formally announce it then unless something comes up...

  5. #5
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Quote Originally Posted by Fidcal View Post
    After much discussion over at the dark mod forums I've decided to enlarge the plan view accessible limit to 1280 x 1280.
    Might want to update the first post; people might miss this one if they don't read the whole thread.

  6. #6
    Member
    Registered: Oct 2002
    Location: UK
    Thanks. Done.

  7. #7
    Member
    Registered: Oct 2002
    Location: UK
    OK, build time officially starts now and ends at noon on 19th August. Anyone who cannot start for a week or two or is prevented from working in the middle please post so your time can be extended. The close date is fairly flexible but it is a summer contest!

    Any editing problems should ideally be posted at the dark mod editing forum. http://modetwo.net/darkmod/index.php...editors-guild/

  8. #8
    Member
    Registered: Oct 2002
    Location: UK
    The Summer Vertical Contest is now complete!

    Once again the standard is raised and imo everyone is a winner.


    There were 8 entries in the competition, all high scoring and all well worth playing. The overall winner is:



    Glenham Tower by Sotha!

    Congratulations to Sotha. Just looking quickly at the raw votes before weighting I get the impression it was an all round balance of good gameplay, visuals, and story that made it the winner.

    ~~~~~~~~~~~~~~


    Here are the final details (thanks to STiFU for checking my work and finding a bad error.)

    Each vote is calculated as 1 point for poor up to 5 points for outstanding.
    Each category is weighted as follows:

    Gameplay: 3 points per vote
    Appearance & Vertical useage: 2 points per vote
    Story & Text: 1 point per vote

    The total number of votes does not matter so long as there is a good sample for everyone. The score is a calculated percentage of the maximum possible for the given votes calculated as follows:

    Total Points = (gameplay * 3) + (Appearance * 2) + (Story * 1)
    Max Possible = Total Votes * 5 (Outstanding)
    Category Score (%) = Category Points /Max Possible * 100
    Total Score (%) = Total Points /Total Max Possible * 100


    Here are the scores (in no particular order.) These are my rough notes so apologies if it is not as nicely presented as it might be....

    The vote count was equal in all categories for everyone so:

    TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30

    Full Weighted Score (FWS) = (Gamescore*3 + Visualscore*2 + Storyscore) / TMP

    ###############################

    Rift by Baddcog

    Gameplay: (1*1) + (5*2) + (26*3) + (13*4) + (3*5) = 1 10 78 52 15 = 156
    Visuals: (1*1) + (4*2) + (14*3) + ( 22*4) + (7*5) = 1 8 42 88 35= 174
    Story: (2*1) + (11*2) + (26*3) + (7*4) + (2*5) = 2 22 78 28 10 = 140

    ACV: 48

    TMP = 48*30 = 1440

    FWS = (156*3 + 174*2 + 140)/TMP = 956/1440 = 66.39%

    #############################

    Glenham Tower by Sotha

    Gameplay: (0*1) + (1*2) + (14*3) + (28*4) + (18*5) = 0 2 42 112 90= 246
    Visuals: (0*1) + (2*2) + (8*3) + (41*4) + (10*5) = 0 4 24 164 50 = 242
    Story: (0*1) + (0*2) + (14*3) + (28*4) + (19*5) = 0 0 42 112 95 = 249


    ACV:61

    TMP = 61*30 = 1830


    FWS = (246*3 + 242*2 + 249)/TMP = 1471/1830 = 80.38%

    #################################

    Caduceus of St. Alban by bikerdude

    Gameplay: (1*1) + (4*2) + (16*3) + (20*4) + (5*5) = 1 8 48 80 25 = 162
    Visuals: (0*1) + (0*2) + (5*3) + (20*4) + (21*5) = 0 0 15 80 105 = 200
    Story: (1*1) + (7*2) + (21*3) + (14*4) + (3*5) = 1 14 63 56 15 = 149

    ACV: 46

    TMP = 46 * 30 = 1380

    FWS = (162*3 + 200*2 + 149)/TMP = 1035/1380 = 75%

    #############################

    Somewhere Above the City by Grayman

    Gameplay: (0*1) + (4*2) + (14*3) + (23*4) + (4*5) = 0 8 42 92 20 = 162
    Visuals: (0*1) + (1*2) + (6*3) + (22*4) + (16*5) = 0 2 18 88 80 = 188
    Story: (0*1) + (0*2) + (8*3) + (22*4) + (15*5) = 0 0 24 88 75 = 187

    ACV:45

    TMP = 45 * 30 = 1350

    FWS = (162*3 + 188*2 + 187)/TMP = 1049/1350 = 77.70%

    #################################

    Mad's Mountain by Jesps

    Gameplay: (0*1) + (4*2) + (20*3) + (18*4) + (4*5) = 0 8 60 72 20 = 160
    Visuals: (0*1) + (4*2) + (23*3) + (18*4) + (1*5) = 0 8 69 72 5 = 154
    Story: (2*1) + (15*2) + (21*3) + (6*4) + (2*5) = 2 30 63 24 10 = 129

    ACV: 46

    TMP = 46 * 30 = 1380

    FWS = (160*3 + 154*2 + 129)/TMP = 917/1380 = 66.45%

    #################################

    Illusionist's Tower by stumpy

    Gameplay: (6*1) + (8*2) + (13*3) + (12*4) + (5*5) = 6 16 39 48 25 = 134
    Visuals: (0*1) + (13*2) + (15*3) + (14*4) + (2*5) = 0 26 45 56 10 = 137
    Story: (2*1) + (9*2) + (23*3) + (9*4) + (1*5) = 2 18 69 36 5 = 130

    ACV: 44

    TMP = 44 * 30 = 1320

    FWS = (134*3 + 137*2 + 130)/TMP = 806/1320 = 61.06%

    #################################

    Betrayal by Fieldmedic

    Gameplay: (0*1) + (7*2) + (13*3) + (14*4) + (5*5) = 0 14 39 56 25 = 134
    Visuals: (0*1) + (1*2) + (17*3) + (14*4) + (7*5) = 0 2 51 56 35 = 144
    Story: (0*1) + (5*2) + (15*3) + (14*4) + (5*5) = 0 10 45 56 25 = 136

    ACV:39

    TMP = 39 * 30 = 1170

    FWS = (134*3 + 144*2 + 136)/TMP = 826/1170 = 70.60%

    #################################

    Swing by Komag

    Gameplay: (2*1) + (0*2) + (17*3) + (16*4) + (7*5) = 2 0 51 64 35 = 152
    Visuals: (0*1) + (1*2) + (7*3) + (21*4) + (13*5) = 0 2 21 84 65 = 172
    Story: (6*1) + (28*2) + (7*3) + (1*4) + (0*5) = 6 56 21 4 0 = 87

    ACV: 42

    TMP = 42*30= 1260

    TMP = (152*3 + 172*2 + 87)/TMP = 887/1260 = 70.40%

  9. #9
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Congratulations, Sotha! And thanks to all the mission authors who participated

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