Competition Screens and Comments

Competition Screens and Comments

Re: Competition Screens and Comments Posted by Finger on Thu Oct 2nd 2003 at 12:51pm
Finger
672 posts
Posted 2003-10-02 12:51pm
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
I just checked my d/l link and it was working.  Can't wait to get home and run through all these maps :biggrin:
Re: Competition Screens and Comments Posted by KoRnFlakes on Thu Oct 2nd 2003 at 1:31pm
KoRnFlakes
1125 posts
Posted 2003-10-02 1:31pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
now dl fingers entry. Last one to dl, Bloody large dl also.
Re: Competition Screens and Comments Posted by Orpheus on Thu Oct 2nd 2003 at 1:37pm
Orpheus
13860 posts
Posted 2003-10-02 1:37pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
my preliminary findings..

1) 2 zip, file structures messed up :razz: .. but no biggie.

2) getting my brain to shut off about "playability" and "r_speeds" is tuff, but i am managing :biggrin:

3) some maps would have benefited from a beta critique a bit..

4) some maps would have benefited a LOT from a beta critique..

5) the rest.. no words can describe them (well i will have to find some since i plan on reviewing them all)

6) i am pleased to note, that most of my ideas were incorporated into the maps i saw in advance.. very nicely done.. :smile:

this.... is going to take me a while.. i hope the rest of you are finding it as difficult as myself..

again.. /me prostrates myself to all the entrants, you did well :smile:
Re: Competition Screens and Comments Posted by Adam Hawkins on Thu Oct 2nd 2003 at 1:38pm
Adam Hawkins
858 posts
Posted 2003-10-02 1:38pm
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
Nooo....no big d/ls :sad: It better be worth it Finger :smile:

And what happened to Mryks and Campaignjunkie's entries?
Re: Competition Screens and Comments Posted by KoRnFlakes on Thu Oct 2nd 2003 at 1:58pm
KoRnFlakes
1125 posts
Posted 2003-10-02 1:58pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
man, I am absolutely torn on who to vote for this year. Finger, I just played your map & its amazing, The colours are great, The theme is varied but stays true, Lovely stuff. One more thing, Finger, Make your map for TS also. I can tell you now, It would make a nice ts map.
Re: Competition Screens and Comments Posted by Orpheus on Thu Oct 2nd 2003 at 2:21pm
Orpheus
13860 posts
Posted 2003-10-02 2:21pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Lep, i noticed the vote link was up, should we wait for any more entries? it seems the list is missing a couple names, are they last minute cancelations?

i was looking forward to CJ's map :confused:
Re: Competition Screens and Comments Posted by KoRnFlakes on Thu Oct 2nd 2003 at 2:33pm
KoRnFlakes
1125 posts
Posted 2003-10-02 2:33pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
heh, thats it orph m8. No entries from grim/camp/monq
Re: Competition Screens and Comments Posted by Orpheus on Thu Oct 2nd 2003 at 2:44pm
Orpheus
13860 posts
Posted 2003-10-02 2:44pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
KoRnFlakes said:
heh, thats it orph m8. No entries from grim/camp/monq
i was under the impression that grims was completed, Cj's was nearly so, and monkey? i don't remember, but murk had one too..

plus ferrets, damn him, he had one pretty damned good as well :cry:

i am betting, grim has yet to submit, maybe his email got whacked..
Re: Competition Screens and Comments Posted by Campaignjunkie on Fri Oct 3rd 2003 at 12:31am
Campaignjunkie
1309 posts
Posted 2003-10-03 12:31am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
ACK. I hit submit and my post went nowhere.

Anyway, since I don't want to type all that out again, I'll summarize:
  • Fundamental construction/foundation problems with water map. Can't continue. But learned a lot about how to go about reflections in future maps I suppose.
  • Desert map about half done. Would finish it if I didn't have Nightwatch to attend to.
Re: Competition Screens and Comments Posted by Hornpipe2 on Fri Oct 3rd 2003 at 12:38am
Hornpipe2
636 posts
Posted 2003-10-03 12:38am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Can I submit the Worldcraft Tutorial map?  You know, the one with the two box rooms connected via hallway and a shelf with a crowbar, and some boxes and grunts in the next room?  Man, that tutorial was great, it had texture lights and everything.
Re: Competition Screens and Comments Posted by Orpheus on Fri Oct 3rd 2003 at 1:30am
Orpheus
13860 posts
Posted 2003-10-03 1:30am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Campaignjunkie said:
ACK. I hit submit and my post went nowhere.

Anyway, since I don't want to type all that out again, I'll summarize:
  • Fundamental construction/foundation problems with water map. Can't continue. But learned a lot about how to go about reflections in future maps I suppose.
  • Desert map about half done. Would finish it if I didn't have Nightwatch to attend to.
nods head sagely

well, i have one word to say "COWARD"

the map didn't have to be playable.. :heee:
Re: Competition Screens and Comments Posted by Crackerjack on Fri Oct 3rd 2003 at 1:50am
Crackerjack
264 posts
Posted 2003-10-03 1:50am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Just wanted to announce that a revised version of DM_Ominous is available in my profile.

The following have been fixed:
  • A couple texture issues
  • bugged brush
  • lack of player respawns
  • changed the weapon placement a bit and added new items
Thanks everyone

 
Re: Competition Screens and Comments Posted by Campaignjunkie on Fri Oct 3rd 2003 at 4:07am
Campaignjunkie
1309 posts
Posted 2003-10-03 4:07am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Orpheus said:


the map didn't have to be playable.. :heee:
Well, I sort of realized that when ReNo submitted his giant masterpiece. Bugger.  :razz:
Re: Competition Screens and Comments Posted by Tracer Bullet on Fri Oct 3rd 2003 at 4:40am
Tracer Bullet
2271 posts
Posted 2003-10-03 4:40am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Wow! I just had a run around all of those maps, all from SP regulars are absolutly fantastic! I noticed a definite rift in quality between regulars here at the pit and "outsiders"

my favorites so far are Korn's, CrackerJ's and Finger's I really don't know which I'd vote for given the chance. I'll have to have a more through look later on.

Great job everyone!
Re: Competition Screens and Comments Posted by GrimlocK on Fri Oct 3rd 2003 at 5:02am
GrimlocK
386 posts
Posted 2003-10-03 5:02am
GrimlocK
member
386 posts 259 snarkmarks Registered: Mar 7th 2002 Occupation: Self Employed Location: Texas
Crap I forgot to submit my COMP map :mad:
Re: Competition Screens and Comments Posted by Adam Hawkins on Fri Oct 3rd 2003 at 8:20am
Adam Hawkins
858 posts
Posted 2003-10-03 8:20am
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
So I finally got all the maps d/led and i'm impressed by quite a few of 'em :smile:

KoRnFlakes - can't wait to see the finished version, the beta has lots of atmosphere though maybe a little dark in places :smile:

ReNo - absolutely gorgeous if a tad high on the old wpolys!

Finger - this was my favourite as it really captured the atmosphere of the concept art - the textures were spot on too. I noticed you also had an area featuring the 'upstairs' image too. I finished a similar map to this but didn't have time to texture it, so it was fun running round your map looking at which bits we both incorporated into the maps. My only beef was with the 'training room' area. I think it would have benefitted from the wooden beamwork in the roof area to add that little extra bit of depth :smile:

CrackerJack - Another gorgeous map with insane r_speeds. Textures and lighting were spot on, and the glow sprites were really nice too - not too intense but visible enough to give the right effect.

Loco - Nice work on the generator thingymajig although there are a couple of invalid solid style errors with it here and there. Would greatly benefit from some custom textures instead of the stock HL ones.

Shame there isn't more than one category to vote for as some of the maps play really well but will fall by the wayside due to the unplayable but beautifulness of the others :smile:

Good work though everyone! I await Orpheus' detailed comments about the entries (I guess he's doing some, right? :wink: )
Re: Competition Screens and Comments Posted by ReNo on Fri Oct 3rd 2003 at 9:55am
ReNo
5457 posts
Posted 2003-10-03 9:55am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Crackerjacks LOOKS like it will be my favourite, but its the only one I somehow didn't download (must missed the link somehow) to test out! At the moment I'm torn between Finger and Korn's entries, Korn's is MUCH better than I expected. The tall arches in the centre....loooooovely :smile: DM_Rampart is probably the best playability and I'm fond of it as I had a hand in it though...
Re: Competition Screens and Comments Posted by Crackerjack on Fri Oct 3rd 2003 at 10:36am
Crackerjack
264 posts
Posted 2003-10-03 10:36am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Yeah Korn, you really impressed me and really does prove the fact that you must see the map for yourself rather than the pics. Excellent job.

ReNo, your mapping has always been a fav. of mine and this one i would add to the roster. I have always seen mapping as an Art rather than a job, very nice.

Fingers fits his probably perfectly but I agree with Adam. Deff could put some depth in the map with the wooden beems. All and all very nice.

Adam - Deff great fun. Was playing it the other day with Korn, its really nice i enjoyed playing but the only fault was the map is very repetetive. Could have a added some variation.

The others - How great themes going but there was some lack of texture variation and brushwork detail.

I would like to congradulate everyone on their fine works for entry. Im really looking forward to more maps from you guys.
Re: Competition Screens and Comments Posted by Orpheus on Fri Oct 3rd 2003 at 10:48am
Orpheus
13860 posts
Posted 2003-10-03 10:48am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Campaignjunkie said:
Orpheus said:



the map didn't have to be playable.. :heee:
Well, I sort of realized that when ReNo submitted his giant masterpiece. Bugger.  :razz:
 
GrimlocK said:
Crap I forgot to submit my COMP map :mad:
look you two!!

this comp is all in fun anyways.. send the damned link to lep.. he may squeeze them in.. afterall.. grim specifically begged to have his included, and CJ. .. you should have been paying attention damnit.. its been said 100 times about it NOT having to be playable :sad:

do me a favor, slap yourself in the back of the head real hard a couple times.. make your hand sting... :biggrin:

 

[EDIT] ok listen you two, i talked to lep.. he will add the maps you two made if you get them to him ASAP... do me a favor, don't screw this up .. i think both maps deserve it, its not the maps fault that their creators are dumbshits.. :heee:
Re: Competition Screens and Comments Posted by scary_jeff on Fri Oct 3rd 2003 at 11:39am
scary_jeff
1614 posts
Posted 2003-10-03 11:39am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Yeah submit them now. As for the worldcraft tutorial map, that was a superb tutorial. If you got thrugh that you were good to go with everything really. Then remember that map with the grunts to illustrate the use of the AI navigavtion nodes?
Re: Competition Screens and Comments Posted by Finger on Fri Oct 3rd 2003 at 12:52pm
Finger
672 posts
Posted 2003-10-03 12:52pm
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
Unfortunately, I didn't get a chance to look at all the entries, last night.  The only map I downloaded was DM_Ominous.  Great map btw.  Texturing and atmosphere was great (loved the orangish floor).

I've been having a hard time with snarkpit at night, lately.  Last night, It would take forever to load up pages, then 2 minutes later it would be fast as hell...then slow again.  My 1 download took forever.  I'll have more time over the weekend to get em.

Those who have commented on my map; thanks, I appreciate all the feedback.  I'm happy with the map, but feel so much more could be done with that theme...oh well, maybe for HL2.  I have to say, I'm surprised no one has commented on my 'spackled light effect'.  (Look at the floor beneath the lattice ceilings).  Maybe that's good though....it's supposed to be a subtle effect.  It's my favorite part of the map, for some strange reason. :dorky:
Re: Competition Screens and Comments Posted by KoRnFlakes on Fri Oct 3rd 2003 at 4:33pm
KoRnFlakes
1125 posts
Posted 2003-10-03 4:33pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
k, sent links to the comp page to:

phl,hlgaming,hl.org & leveldesign.nu who have already posted.
Re: Competition Screens and Comments Posted by Leperous on Fri Oct 3rd 2003 at 4:50pm
Leperous
3382 posts
Posted 2003-10-03 4:50pm
Leperous
Creator of SnarkPit!
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Many thanks unpaid pimpage monkey!
Re: Competition Screens and Comments Posted by Mr.Ben on Fri Oct 3rd 2003 at 5:11pm
Mr.Ben
208 posts
Posted 2003-10-03 5:11pm
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003
I really wish i'd done one, Reno's outdoor map is so very inspiring and i'm just yearning to create a mine shaft which leads outside onto a railway kinda thing.

Fuck it, watch this space!
Re: Competition Screens and Comments Posted by Hornpipe2 on Fri Oct 3rd 2003 at 7:30pm
Hornpipe2
636 posts
Posted 2003-10-03 7:30pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
scary_jeff said:
As for the worldcraft tutorial map, that was a superb tutorial. If you got thrugh that you were good to go with everything really. Then remember that map with the grunts to illustrate the use of the AI navigavtion nodes?
Exactly.  From there it was a short leap to building entity chains, and nothing could stop you then.
Re: Competition Screens and Comments Posted by Cash Car Star on Sat Oct 4th 2003 at 1:15am
Cash Car Star
1260 posts
Posted 2003-10-04 1:15am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
I know that many maps were submitted still as betas. Well, my comments don't really take that into account. What's there for voting is there. There may also be an overly stronger focus on gameplay and flow in my comments, but hopefully in as intellectual a way as ambience and brushwork are regarded around here.

DM_Rampart by Adam Hawkins

Great looking map clearly designed for playability. The soft tones of the textures and lighting complimented the fairy tale feeling of the map. R_speeds did not feel excessive to me. from a gameplay front, there are a few critiques I have. First off, the egon was well placed, being in a very dangerous location. The x-bow complimented this placement nicely because it is the only truly viable underwater weapon. I did, however, feel that the trap with the switch is mostly useless. It is impossible to tell what happens the first time you use the switch, although the general idea is surely picked up after successive tries. But! Players will rarely be able to gauge when to shut the gates, if they are at the switch and here the egon picked up and that's it. So, I felt the trap set-up was non-intuitive; player activated traps are great, but the players must have knowledge of what they are doing and whether it will be effective (see undertow). The map was symmetric, which is generally a bleh I feel, but not a big issue in this map, being a castle where symmetry would be common. Weapon and item placement was good all around. I felt most of the battle areas were too flat though, only the upper RPG truly created an overlap of paths. But those are all gameplay things - as a contest map I felt the recreation was very true to form and quite stylish, considering the lack of good castle maps.

DM_Ominous by Crackerjack

While I am quite familiar with Hawkins' FLF work, I can't say I've seen anything by Crackerjack prior to this map. I wish I had. The visuals and audials in this map were top-notch. The way it looks is terrific. Sure, the r_speeds get kinda high in one region of the map, but outside of looking along the one nasty line they're fairly good, and the brushes really are beautiful. The swirling things in the cylinders on the ceiling were really amazing. The one visual kink would be the HoM when you jump in the water outside the RPG room (the water was also unfortunately inescapable). Where I feel the map falls a bit short is gameplay. Now, I felt the weapon placement was fine in the updated version (those complaining about lack of guns just need to learn how to use grenades), the RPG really shouldn't have had ammo sitting right there too. Add to that that the room is a dead-end, and you're just asking for someone to camp on that spot. And it's not even the fun type of camp, like a sniper on bounce, but the kind where people just stop going to that part of the map. Otherwise, items were placed well, especially the contacts. The flow could have used some work too. The map was basically a loop with a path ending in the RPG coming off of it. While the individual areas would be fun to fight in, there's only one room where there are three exits. I would suggest working a path from the RPG back towards the t or some other part of the map so that it more resembles a figure eight. I do want to say, however, that clip brushes and func_illusionaries were impressively used to make the map as catch free as possible. To sum up: this map has great AVA at the expense of some r's, but not too much and a poor flow hampers the otherwise great fighting areas.

Detention by Captain P

Checking the piece of concept art chosen, Captain P had no small task. The prison facility from HL2. Anyway, so I'll start off on looks again. For this map, I felt they were adequate. A few things felt mis-proportioned, such as the stairs which the player pretty much falls down instead of descending. The checkerboard pattern on the floors made me a little woozy when I had the LJM, and sometimes it was hard to see items on it. Also, the textures felt a little too clean, all in all. Nonetheless, I got a very strong sense of place, and nothing seemed outright not fitting. Given the size of some areas, the R's were very well handled. Onto gameplay. The multi-levels of this thing should make for some killer gameplay. The outside is quite a bit of fun with a Gauss. Unfortunately, there were a few upper ledges that I gaussed to and found absolutely nothing as a reward - the one ledge with a broken, non-sticky ladder under it particularly screams to the player "c'mon over" but there's nothing. Bit of a let down. I liked how you placed the LJM and the RPG. The Egon is even hidden enough that it won't become a massive hinderance to those who hate the thing. I think you went a bit too much with the health and armor, however they will make this map stay fun even with an insane player load. While not a visual masterpiece, I think this map creates a strong enough sense of place and shows just what the proper focus of gameplay over looks can accomplish.

Prototype by Loco

This map looks good at first glance, but the nasty slowdown you get in the main room says somethings up. It's not the r_speeds, DM_Ominous went twice as highly and still ran smoothly on my comp. So what is it? Tauing around in the main room I see all sorts of brush misalignments, and generally things not meshing well. I'm betting there's all sorts of Leafportal saw into leaf errors, and a few HoM type problems (although I didn't spot any obvious ones). Cleaner brushwork that stays on the grid would help this map out a lot. In terms of gameplay, I found the dead ends and questionable weapon/ammo placement to be irritating. For example, I go all the way down the ramp in the lobby to find nothing but some handgun ammo. That's not cool. The dual Health Chargers seemed a bit excessuve and quite probably camperific.

Track Control by NeuralScan

This map had it's own style and very interesting brushwork, however I thought it was let down quite a bit by the texture set. Some things just didn't look right, especially the large round rusted things on the track (I'd be more specific, but I can't). What this map DID have, though, is logical interactivity. The switches to turn the track on made sense to me, although I felt the damage was too low and some env_lasers would have added. Likewise, by the Tau, I could tell something would happen to me if I entered that room. There are a few brush errors here, especially by the spiral staircases where you have paper-thin floors and a few HoM's. I felt the map had a good flow from place to place, although the grindingly slow super loud lift will probably be ignored due to the hassle.

Broken Palace by Finger

I wasn't planning on revealing my votes, but I have to say this is most definately my choice for winner. Why? First, it carries out its theme visually with great success. The indoor/outdoor areas work great, the water works great, the textures are amazing. Finger even took time to superbly retexture the health/armor chargers. The lighting was fantastic. The flow was smooth, I found myself running all over the map. While the corridors at first seemed a little too similar looking, this quickly passed. Weapon placement was terrific, especially the egon which requires more than a little work. Seriously, what is not to like? Well, one thing - the paths in the zip aren't completely Steam compatible, Like it or not, Valve's spoiled brat of a program will be our bastard to worry about soon enough, and it does not include any folders named SIERRA. Similarly, people with CS retail are gonna have a tiny problem figuring out where the map goes. You may say, "but if they're not stupid they'll figure it out" - let me remind you that they purchased CS retail before you bring that argument up. Anyway, so pathing from the half-life root on up woulda been nice but that's really the only thing I can possibly complain about.

dh_Sunken by KoRnFlakes

Not quite sure what the dh is but whatever. TBH, I was only halfway impressed by the screens leading up to this release. Luckily, they do no justice to what the map actually looks like once you're in it. Great attention to detail and lighting. The swimming ray looked good. The water on the glass looked fantastic - Relic25 is the only HL mapper I've seen do better, and he's god. You're gonna want to lose that HL rock texture though, it sticks out like a sore thumb after repeatedly being slammed in the car door. Gameplay-wise, the level was a bit flat and simple. Weapon layout was good but something more fun than a mirrored map would be nice.

One Love by Andrei Vincerick

This map reminded me somewhat of Serious Sam maps, with it's large outdoor layout leading up to a large temple. Unfortunately, then I saw the health and armor chargers on the temple. No no no! Spoiled the mood like nothing else. The bird in the sky is one friggin slowpoke. I found the weapon choice/placement a bit questionable, especially the unfriendly hornetgun. The r's (both w_poly and e_poly) weren't very well focused. I think this map would just degenerate to a silly spam fest, with whoever sat on top sniping people claiming the victory (although there is, thankfully, precious little ammo/health up there).

Vanguard by ReNo

Well, if playability were a non-issue, this map looks the most fantastic. But according to the voting page, the populace is just to rate things as maps. As such, I gotta take off for no weapons, inaccesible areas, areas you can't get out of (the bridge, the water), among other things. The r_speeds are huge, but it looks great. The water kinda cuts off into nothing, which stinks, cause otherwise the visuals do nothing but impress. If feels like one of them next-gen fps maps. The layout makes for a large battlefield, but the flow is smar
Re: Competition Screens and Comments Posted by Campaignjunkie on Sat Oct 4th 2003 at 2:23am
Campaignjunkie
1309 posts
Posted 2003-10-04 2:23am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Broken Palace's flow is great, and it portrays the concept art perfectly. Kudos to Finger for such a good job. The others are great as well, but I just think this one really stands out.
Re: Competition Screens and Comments Posted by Crackerjack on Sat Oct 4th 2003 at 3:48am
Crackerjack
264 posts
Posted 2003-10-04 3:48am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
I totally agree. Just from playing Fingers map, I get a very good sence of  how can later create better flowing maps. With the detail and brush work of Ominous. So Finger I thank you for releasing sucha superb map. A complete learning experience for me. And i know i shouldnt say this but my vote went to you my man. :razz:

 

EDIT: BTW, Crash thanks for the review very much apprecaited
Re: Competition Screens and Comments Posted by Finger on Sat Oct 4th 2003 at 5:19am
Finger
672 posts
Posted 2003-10-04 5:19am
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
Wow CCS, great write-up of all the maps!   Thanks for the kind words there, guys.
Re: Competition Screens and Comments Posted by beer hunter on Sat Oct 4th 2003 at 7:34am
beer hunter
281 posts
Posted 2003-10-04 7:34am
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
Yup, some very well put objective comments and i would agree with most of what CCS said.

There were some nice ideas and implementation in all the maps, respect to all the mappers who took part :cool:

ttfn
Re: Competition Screens and Comments Posted by Orpheus on Sat Oct 4th 2003 at 2:53pm
Orpheus
13860 posts
Posted 2003-10-04 2:53pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
i have begun the arduous task of writing my reviews for this comp.. i feel scores do not really belong in them, but would like opinions on the subject..

my feelings are, the comp, was for the fun value, and since the scores would leave the impression that the maps are completed, that would throw off the scores for the maps in beta form...

comments?
Re: Competition Screens and Comments Posted by Finger on Sat Oct 4th 2003 at 3:34pm
Finger
672 posts
Posted 2003-10-04 3:34pm
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
The aim: Find a (single) piece of concept art, and build a Half-Life deathmatch level around it. Credit will be given for faithful reproduction of the scene and staying true to that theme, having an interesting location, and obviously if it's a decent DM level.
This was Lep's summary in the comp rules, and does mention that making a 'decent DM level' should count for something.  I think that capturing the concept theme, should be the primary scoring factor, and playability should be a smaller portion..but still viable part of the review.  Maybe use your typical map review scoring system, just weigh those points a little less against the 'theme' scoring.  I dunno.
Re: Competition Screens and Comments Posted by Orpheus on Sat Oct 4th 2003 at 6:02pm
Orpheus
13860 posts
Posted 2003-10-04 6:02pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Finger said:
The aim: Find a (single) piece of concept art, and build a Half-Life deathmatch level around it. Credit will be given for faithful reproduction of the scene and staying true to that theme, having an interesting location, and obviously if it's a decent DM level.
This was Lep's summary in the comp rules, and does mention that making a 'decent DM level' should count for something.  I think that capturing the concept theme, should be the primary scoring factor, and playability should be a smaller portion..but still viable part of the review.  Maybe use your typical map review scoring system, just weigh those points a little less against the 'theme' scoring.  I dunno.
thats 3 parts, and most fall well within two of them.. my concern is over-emphasis on the "finished" aspect.. especially since many would have not submitted had that portion not been included..

we would have had far fewer participants if this portion had not been included..

i personally feel, that since this is a special occasion, that "scoring" be omitted.. but really guys, i would at least like to hear from the people it will effect..

what is the consensus of the mappers who made this happen????

BTW, my respect is increasing exponentially for people who did reviews often.. true,9 at once is about to overwhelm me, but i still feel this is an under-rated part of maps..
Re: Competition Screens and Comments Posted by beer hunter on Sat Oct 4th 2003 at 7:38pm
beer hunter
281 posts
Posted 2003-10-04 7:38pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
I think that capturing the concept theme, should be the primary scoring factor, and playability should be a smaller portion..
I can see the point of maps that keep to the concept theme being rated more highly but this wasn't something that was defined in the compo rules. IMO it would be somewhat unfair to rate a superb looking unfinished map higher than a completed map with good gameplay.

As for scoring, i would agree that its not really in the spirit of this competition.

I would also like to see the mappers who took part vote/decide who the winner(s) are, this gets round any fan boy BS that seems to screw up a lot of polls.

ttfn

/edit - gah ! couldn't get that quote to resize properly

 
Re: Competition Screens and Comments Posted by Orpheus on Sat Oct 4th 2003 at 8:23pm
Orpheus
13860 posts
Posted 2003-10-04 8:23pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
beer hunter said:
I would also like to see the mappers who took part vote/decide who the winner(s) are, this gets round any fan boy BS that seems to screw up a lot of polls.

 
anyone registered at SP can vote.. i doubt much BS will happen.. lep already caugt one foulup in the system.. i am sure he will note any future ones..
Re: Competition Screens and Comments Posted by Leperous on Sat Oct 4th 2003 at 10:24pm
Leperous
3382 posts
Posted 2003-10-04 10:24pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
I think the biggest task ahead of me is determining which of the maps wins via the votes- i.e. how much a 'runnerup' descision counts, it's looking fairly even between a couple right now :/
Re: Competition Screens and Comments Posted by Campaignjunkie on Sat Oct 4th 2003 at 10:36pm
Campaignjunkie
1309 posts
Posted 2003-10-04 10:36pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Well, I'm submitting my map late, thanks to pressure from Orph :razz: .

It's sort of in an unfinished state. I really don't recommend voting for it (when Lep gets around to adding it to the ballot), as there are far more deserving entries. Maybe I'll revisit it sometime later and polish it up into something I can be proud of.

http://www.snarkpit.com/maps.php?map=517
Re: Competition Screens and Comments Posted by Orpheus on Sat Oct 4th 2003 at 11:01pm
Orpheus
13860 posts
Posted 2003-10-04 11:01pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
well i am working on #4 as we speak, i am slow as christmas, but i hope to get them all done tomorrow..

i am still waiting for more input from the authors of these maps.. whats wrong guys, cat got your tongues? or is this some subliminal "i don't want orph reviewing my map" message :rofl:

rest assured, my reviews are honest, if not light weight compared to my usual critiques..

in fact, my hardest lesson learned so far.. be less critical, its all for fun :smile:

you can be proud to know, i have not looked at one single r_speed :smile:
Re: Competition Screens and Comments Posted by fraggard on Sun Oct 5th 2003 at 3:27am
fraggard
1110 posts
Posted 2003-10-05 3:27am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
*double post
Re: Competition Screens and Comments Posted by fraggard on Sun Oct 5th 2003 at 3:28am
fraggard
1110 posts
Posted 2003-10-05 3:28am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Broken Palace: Finger
Absolutely excellent map. it sticks 100% to it's original theme. Everything about it smells of attention to detail, especially the texturing and brushwork. The gameplay is uniformly good and interesting, no real dead-ends and stuff to speak of. Weapon placement is very nice, both in location, as well as the way they are placed (no RPG in the middle of a room anywhere :wink: )The map keeps to the concept art very nicely. I think it matches it as well as you can expect from HL. Again, the texture work in this map is superb. The wpolies stay perfectly fine, and I saw just one peak of about 850. Every inch of this map is built with a lot of attention.

My definite choice for number one.

Detention: Captain P
Okay, I guess. It doesn't capture the feel of the HL2 screenshot, which isn't concept art BTW. Anyway, seems to be fine, but needs tons more work. I disliked the bareness and emptyness of the whole level. Most of it is red brick, and nothing to speak of as detailing. Gameplay is quite nice and simple. Lot's of wide open spaces to run around in, and some indications of a Snark Fetish (always a good thing). Weird places where the building just "stops" and ends in sky, long and open ladders, unworked rooms. Like I said, needs lots more work.

DM_Ominous: CrackerJack
Eyecandy. The level looks very nice, though the concept art itself seems very sketchy and ugly (no offence to the artist, whoever he/she is). I see lots of detailing and general sci-fi-ness, NS lights and shaderlab textures included. Gameplay seemed a tad limited. At least one large dead-end and a few clipping errors. High r_speeds make it a little tough to play on. IMO, however justified they are, HL is just not designed for this kind of thing. Personally, I would have preferred a smaller scale with lower r_speeds and suchlike. I did like the central area, all drawbacks aside. The spinning blue thingy looks pretty good from where I saw it.
One more thing. I found the whole level to have a very gray and dull feeling. It didn't have much by way of colour, except for the odd light fixture and crate.

DM_Rampart: Adam Hawkins
My personal choice for second place. People who have seen this map will immediately recognize the quality of the construction. The textures are sharp and clear and the rockwork is nice and realistic. It deos justice to the concept art, and stays true to the theme throughout the level. The only things going against it are that the texturing is quite repetitive, and the map layout is far too symmetric. I had the feeling it's the same basic structure symmetrically mirrored four times. This is not necessarily a bad thing, but gameplay gets a little boring. Weapon placement is good, I generaly kept running into some where needed. Overall a solidly built and well made map.

Track Control: [C@W]NeuralScan
Good in it's own right, It looks and feels like an old-type Black Mesa Stylee abandoned warehouse. But the brushwork is different from the Bog Standard map. Most of it is innovative and new, but the texturing still makes it look drab and dull. IMO, it could be made to look a lot better by using some of the newer and higher resolution/detail textures floating around. The detailing is more-or-less non existent, which is another cause for this map looking boring. Gameplay was quite simple. The map played consistently, and the r_speeds were very Good and Nice (tm).

VanGaurd: ReNo
This isn't really a map yet. Lots of dead ends and unconnected areas and stuff. It does look like the concept art, though. It's far too early to say anything, but if this map ever does get completed, the r_speeds will be a very large and serious drawback.

dh_sunken: KoRnFlakes
I don't know what dh stands for, but I really like where this map is going. It's far too small to be in the race now, but if you can go along with this, this map will definitely be a winner. I liked all the ambience and atmosphere, especially the underwater effect. The bird flying was a nice touch too, even better since its underwater :biggrin: .  I hope you finish this one KoRn, it deserves completion

prototype: Loco
This might seem harsh, but this map is very shoddy. It generally seems poorly built, and without much care. The centre-piece itself is built with brush errors. Texturing is bland and repetitive. Brush work is generally boring, and very plaid.

I seem to have missed one map in the downloads. Later, I guess.
Re: Competition Screens and Comments Posted by fraggard on Sun Oct 5th 2003 at 3:28am
fraggard
1110 posts
Posted 2003-10-05 3:28am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
*Quantum Uncertainty caused my finger to hit Enter thrice in the span of one second. Not my fault. The universe sucks.
Re: Competition Screens and Comments Posted by Orpheus on Sun Oct 5th 2003 at 4:42am
Orpheus
13860 posts
Posted 2003-10-05 4:42am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I want you all to know, due to my lack of any experience in HTML, it literally took me all day, with few breaks, to get these first 6 reviews..

i also want everyone to know, that my lack of the gift for words, has no baring at all on how well, or poorly any of these maps are, so please do not hold the authors responsible for my short comings.

lastly, my respect for the people who have been writing reviews has at the very least doubled today, this is no easy task, and in spite of the fact that all my reviews are short, it still taxed my limited vocabulary..

again, i would like to thank each and every person, who submitted a map for the snarkpits 2003 competition..

tomorrow, i will endeavor to finish the rest of the maps.

the maps i did today are in no particular order, i just went down my list as they appeared.

enjoy.

Sunken

Detention

Ominous

Prototype

Rampart

Track_Control
Re: Competition Screens and Comments Posted by Orpheus on Sun Oct 5th 2003 at 10:22am
Orpheus
13860 posts
Posted 2003-10-05 10:22am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
/me wonders if i should move these to another thread :sad:

no one noticed them all night.
Re: Competition Screens and Comments Posted by Leperous on Sun Oct 5th 2003 at 11:01am
Leperous
3382 posts
Posted 2003-10-05 11:01am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
I think the site was down all night :/
Re: Competition Screens and Comments Posted by scary_jeff on Sun Oct 5th 2003 at 1:51pm
scary_jeff
1614 posts
Posted 2003-10-05 1:51pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Wow, downloading now... when does voting close?
Re: Competition Screens and Comments Posted by Finger on Sun Oct 5th 2003 at 3:30pm
Finger
672 posts
Posted 2003-10-05 3:30pm
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
I saw em orph...great write-ups.  I also just looked at CJ's late entry, and was very impressed...map has alot of potential.  Rockwork, and lighting was very excellent.  Some of you guys have mastered rocks.  Can't wait till hl2, to really have fun with em myself.
Re: Competition Screens and Comments Posted by Gollum on Sun Oct 5th 2003 at 8:09pm
Gollum
1268 posts
Posted 2003-10-05 8:09pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Good stuff Orph :smile:   One note - you can get out of the tracks in Track Control just by crouch-jumping.

I'm just looking at CJ's entry too.  There's some good work in this competition; I've been especially impressed by Crackerjack's and Finger's entries.
Re: Competition Screens and Comments Posted by Adam Hawkins on Sun Oct 5th 2003 at 10:13pm
Adam Hawkins
858 posts
Posted 2003-10-05 10:13pm
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
Many thanks for the honest feedback and spot on reviews especially Orpheus. I just read your review of my map and it highlighted some issues that I should have done something about and will strive to attend to in future maps :smile:

Regarding ambient sounds and the silence in dm_rampart - that was a silly ommission on my part. It seems I always concentrate too much on my brushwork and tend to forget that its not just the architecture that makes a map good. I seem to do the same in all my maps - but expect to see some sounds in my next map...and if I forget, you have permisson to slap me round the back of the head (multiple times if need be :smile: )
Re: Competition Screens and Comments Posted by Crackerjack on Sun Oct 5th 2003 at 10:32pm
Crackerjack
264 posts
Posted 2003-10-05 10:32pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
I read some reviews on my map and some people seem to think that there are NS textures in there. There abs no NS textures in this map so to clear things up. Everything was either Shaders Lab, Andew "Who Me" Foster, Kornflakes, and Fox1. Thank you guys for the reviews really apprecaite it and I will get right to work on the connectivity of the map host go to figure out how im going to do it lol.
Re: Competition Screens and Comments Posted by Orpheus on Sun Oct 5th 2003 at 10:49pm
Orpheus
13860 posts
Posted 2003-10-05 10:49pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
The last 3 original submitances:

One_Love

Vanguard

Broken_Palace

 

i will try real hard to get CJ's and Grimlocks, but this stuff is hard and takes me forever.. but i will get them, so please be patient :smile: