Results of the 2048³ mapping contest !

Mapping contests, FOTM, and more.

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What's your favorite map ?

Strength by Strahlemann
6
50%
Temple of Eternal Night by tZork
4
33%
Red by cortez
1
8%
Blue by cortez
0
No votes
Timeprism by ihsan
0
No votes
Cubical by FrutieX
1
8%
 
Total votes : 12


  • Some of you may have followed the progress of the 2048³ mapping contest in the editing forum. The name of the contest says everything. The goal was to build a map inside a cube with a side length of 2048qu (quake units). The deadline was the 1.8.07. Until now 2 of the 5 judges were able to hand me a review ;)

    And here are the results:

    1st place: Strength by Strahlemann
    Gameplay: 8.75
    Visuals: 8.5
    Sum: 17.25
    ImageImageImageImageImageImage

    Download: Strength

    divVerent wrote:Gameplay: 8
    Visuals: 7

    Comment: here we have a cool industrial looking map here, which is played more vertically than horizontally. It plays well, makes use of some rampjump ramps, and a new invention by Strahlemann: Boostpads, that is, jumppads that push you in a way you could just as well walk - simply so you get more speed. Maybe its layout is a bit too complex. With the visuals there are two problems... the many grates cause moirees while walking a bit, and... this industrial look, it's kinda dull. But if one really wants this look, it's one of the best things you can make of it.
    Bugs: moirees on grates (maybe they should use blendfunc blend instead of alphafunc)


    m0rfar wrote:Gameplay: 9.5
    I have played some 2on2 matches and the gameplay is good. Somewhat confusing with all the
    vertical action and teleporters thats hard learn.

    Visuals: 10
    Looks like a UT2004 map :-)


    2nd place: Temple of Eternal Night by tZork
    Gameplay: 5
    Visuals: 9.5
    Sum: 14.5
    ImageImageImageImageImageImage

    Download: Temple of Eternal Night (striped version)
    Temple of Eternal Night (full media version including additional textures 'n stuff. Mappers should download this one)

    divVerent wrote:Gameplay: 6
    Visuals: 9

    Comment: really cool but odd looking map. Weird signs moving upwards are teleporters, and the whole thing looks... strange. But cool. And totally over the top... there's just too much of the strong colors, too much red, too much pink... anyway, this is a map people will remember. Now to gameplay... the layout of this map isn't too obvious, and teleporters are not easy to make out at first. The map is just kinda hard to understand at first. Also, it's too dark at some places, which does fit the visuals, but gets annoying while playing.
    Bugs: none found


    m0rfar wrote:Gameplay: 4
    I *have not* tried it with others but it looks like 4/10. It looks too symmetrical

    Visuals: 10
    Looks awesome. Every weaponspawn and teleporter have cool animated signs. And the map is interestingly lit.


    3rd place: Red by cortez
    Gameplay: 6.25
    Visuals: 5
    Sum: 11.25
    ImageImageImageImageImageImage

    Download: Red and Blue(download for both of cortez' maps)

    divVerent wrote:Gameplay: 6
    Visuals: 6

    Comment: a cool looking remake of a map of Quake 1. Plays very well, many good jump combinations - very fluent gameplay. And nice lava traps to fall into Wink
    Bugs: visually, I have to subtract points for the bad texture alignment and some zfighting issues. Also, detail brushes weren't used at all apparently, which caused a very bad and annoying rendering bug at '-586.5 +670.88 +12.28' which causes the whole screen getting black when looking in some directions. This is commonly caused by q3map2 creating portals that are too close to each other and cause roundoff errors, and the mapper should prevent this from happening by using detail brushes where appropriate. The author hasn't done this. Also, the map looks like it has suffered from scaling by some odd factor of 81/64. If this map gets completed, it would probably be worth scores of 8 each.

    Note: I tested this map without any OpenGL extensions, because it crashes the nvidia driver on Linux, Quadro FX 540, for some reason. The bug is in the nvidia driver, not in DP and not in the map, so it didn't affect the scoring.


    m0rfar wrote:Gameplay: 6.5
    I *never played* it with others. But the gameplay looks like 6.5/10

    Visuals: 4
    Nothing fancy, clean and simple brushwork


    4th place: Timeprism by ihsan
    Gameplay: 4.5
    Visuals: 5
    Sum: 9.5
    ImageImageImageImageImageImage

    Download: TimePrism

    divVerent wrote:Gameplay: 7
    Visuals: 7

    Comment: The time prism in the middle of the map consists of three stones, which - from the inside - teleport you to one of three eras - an ancient egyptian one, a middle age one and an industrial one. So basically, you have three small arena maps and you can teleport between them. It sure looks nice, although not very detailed.
    Bugs: the egyptian sand sometimes inhibits jumping again to keep speed.


    m0rfar wrote:Gameplay: 2
    I *never played* it with others. But OMG the gameplay looks like 0/10

    Visuals: 3
    Not much to look at. Some medieval parts looks nice.

    edit: I never spotted the teleporters on timeprism. :oops:
    So I hereby change the scores to gameplay: 2/10 visuals: 3/10


    Now there are 2 maps that both have an overall score of 8 and share the 5th place !
    (sorted by higher gameplay-score)

    5th place: Blue by cortez
    Gameplay: 5
    Visuals: 3
    Sum: 8
    ImageImageImageImageImageImage

    Download: Red and Blue(download for both of cortez' maps)

    divVerent wrote:Gameplay: 5
    Visuals: 4

    Comment: A small DM map in blue irena style. Nothing really special in terms of gameplay, but a worthy map for deathmatch. The different doors provide interesting trickjump capabilities that may help you when chasing an enemy. Visually, however, I don't like the map that much - it looks quite dull, everywhere this blue (although this effect was in fact intended by cortez).
    Bugs: There is a small graphics bug near '-43 -304 +315' at the door. Should be easy to fix. Also, the teleporter lets you face the wall after teleporting.
    Bonus: You can play electro or grenade basketball here! There's enough hoops for that... and they all feature a Nexuiz sign on them! So it's blue, and amusing!


    m0rfar wrote:Gameplay: 5
    I *never played* it with others. But the gameplay looks like 5/10

    Visuals: 2
    Very blue/white-ish. At my settings all walls looked completely white.


    5th place: Cubical by FrutieX
    Gameplay: 2
    Visuals: 6
    Sum: 8
    ImageImageImageImageImageImage

    Download: Cubical

    divVerent wrote:Gameplay: 4
    Visuals: 5

    Comment: Here we have a totally atypical map. Many different levels above each other. One big jumppad in the middle, and many interesting side rooms. I doubt I have seen it all there. I just think it's over the top and actually harms gameplay to have so many hiding places... too bad the middle jumppad often hurts you.
    Bugs: not enough light, really, the map is much too dark, which is the main reason for its poor gameplay mark. The stairs at the corners can't be seen at all. Apart from that the map is fine... just not really special looking. So although the map may not be good at this contest in its current state, I see much potential here. Relight it, maybe add some cool texturing or coloring, and it will get many fans.


    m0rfar wrote:Gameplay: 0
    I *never played* it with others. But OMG the gameplay looks like 0/10

    Visuals: 7
    Very interesting. It looks more like a modern piece of art than a map :-)
    Last edited by Strahlemann on Wed Aug 22, 2007 12:36 pm, edited 1 time in total.
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    Strahlemann
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Tue Aug 21, 2007 2:43 pm

  • If the other 3 judges send a review, these will be added and the scores will be updated. I just didn't want to wait another week...
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    Strahlemann
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Tue Aug 21, 2007 5:45 pm

  • ok the results are sure from the beginning or did anyone expected something else and Morfar and this call you a comment:
    I *never played* it with others. But the gameplay looks like 6.5/10

    you are really LAZY
    and then you want that i make a ctf version of Toxic shame on you :P
    Aneurysm 4 the win !!!!! :D
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    cortez
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Tue Aug 21, 2007 11:03 pm

  • Only scored by 2 of 5 the judges ...?!
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Wed Aug 22, 2007 10:37 am

  • Sure I'm lazy Cortez ;)

    One other thing. I did not play THAT 'blue' map... I got something completely different from Cortez on irc... edit: judging by divs comment I think those are just the wrong screens

    One other other thing. Too bad only 2/5 judges sent in scores.

    One other other other thing. I never spotted the teleporters on timeprism. :oops:
    So I hereby change the scores to gameplay: 2/10 visuals: 3/10
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    morfar
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Wed Aug 22, 2007 12:41 pm

  • Indeed wrong screens. Fixed that and updated the scores for timeprism which now holds the 4th place.

    Again: if anyone sees Bundy, k0jak or esteel (the 3 remaining judges), bug them about their comments and scores.
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    Strahlemann
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Wed Aug 22, 2007 5:25 pm

  • morfar wrote:One other other other thing. I never spotted the teleporters on timeprism.


    The teleporters are the three big black "pillars" or objects in the middle of the map. Just run into the inside of them to teleport to different section of the map.
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    Mr.Carlyle
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Wed Aug 22, 2007 6:34 pm

  • I'll try get my reviews to you by friday night, but i've got 2 night shifts this week, so im going to be not around much and quite tired.
    :]

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    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
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Thu Aug 23, 2007 9:46 am

  • I'll be away till monday, so take your time :wink:
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    Strahlemann
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Thu Aug 23, 2007 10:46 am

  • I would like these maps (all of them) to be included in the next Nexuiz release. The code is basically stable, and I think SavageX and Vermeulen will agree to include them as extra PK3s (downloadable from the alientrap server then)... but for this I need your permission to release them under the GPL, and some fixes. Later, they may be part of the official distribution.

    • Strahlemann: well, the map is done and working well as is... and fits Nexuiz in style. Looks like a good candidate for permanent inclusion...
    • tZork: as said, your map's visuals are over the top, but very cool... not exactly in Nexuiz's design, would probably need to ask Vermeulen and SavageX to include it permanently :P but I want it to be included too. Also because of its large download size...
    • cortez: you know what to fix... can you make a fixed version soon? Thanks. I hope the coordinates I provided help you. Or alternatively, I can try to fix them myself. Would that be okay with you?
    • ihsan: if you have any idea on how to improve your map, go ahead, otherwise I'd take it as is; but it would maybe be good to light up the "industrial" room a bit.
    • FruitieX: light it up a bit, or actually more than just a bit... other than that, it's fine.


    I'd like to see fixed versions of the maps, "yes, include it" or "no, I don't want it to be included in the next release" from all of you soon :P

    Thanks in advance
    1. Open Notepad
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    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Thu Aug 23, 2007 12:44 pm

Thu Aug 23, 2007 3:53 pm

  • *Improves his map, this time without using r_ambient 20 like he did when creating the map. He noticed that 20 minutes before deadline. :P

    Edit: Am I the only one who thinks that performance on my map is horrible?
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    FruitieX
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Thu Aug 23, 2007 6:08 pm

  • I agree with Morfar. To me Strength is the only map out of this competition that is a definite addition to the included maps downloaded with Nexuiz. tZork's map would be great to include as well, however, the dev's might not think the ambiance fits with the current pool of maps. I haven't tZork's map with "real" players, but it seems like a great ffa map. The textures and colors used in that map may just be what Nexuiz needs, nothing wrong with a little variety.
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    Mr.Carlyle
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Fri Aug 24, 2007 8:51 am

  • Actually, I would like to include them as extra PK3 files next to the data PK3s, not as part of the data pk3 file... at least at first. What then happens with them is up to the players (and their resonance). Or maybe we'll make two packages, one Nexuiz release with and one without them. The release with them would basically just save the download time for these six maps...

    That means, they would probably appear ONLY in the next release, and not in a release after it.

    However, speaking of style, if we could get a bug-free red, it would be a good addition to the included maps too... especially for the "Quakers" :P, plus it does have a nice "hot" atmosphere... but unfortunately it is too buggy at the moment.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Fri Aug 24, 2007 8:52 am

  • FruitieX wrote:*Improves his map, this time without using r_ambient 20 like he did when creating the map. He noticed that 20 minutes before deadline. :P

    Edit: Am I the only one who thinks that performance on my map is horrible?


    I noticed that too, once I saw it "supports" CTF... not really well playable as CTF map though... I needed to disable the anti-wallhack for the map on my servers, or else it overloaded the server. Should be fixable by usage of detail brushes, though.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Fri Aug 24, 2007 11:44 am

  • Actually, I would like to include them as extra PK3 files next to the data PK3s, not as part of the data pk3 file... at least at first.


    IMO (and no offense to the mappers) the other maps lack a certain quality/detail that you see in the prepackaged maps included in the current Nexuiz build. I'm actually quite surprised that you feel all of these should be included. Some are just too small and others just don't play as well. I personally would not like to see those map included. If they are, I would hope that the dev's would look to include some of the currently played CTF maps, as there's a large enough demand.
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    Mr.Carlyle
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Fri Aug 24, 2007 12:05 pm

  • The demand is there, but it would be illegal to include the most wanted CTF maps...

    ctf_facing_worlds_nex2 - uses models and textures without permission by the authors (simply because they never responded to the author's question, that is, are no longer reachable under their published contact information)
    ctf_capturecity - lacks detail, but if it had any, it would be awfully slow
    ctf_greatwall_reloaded3 - lacks detail, but still, maybe bundle it?
    ctf_dusty - illegal according to the author himself
    ctf_greatwall_remix - not sure...
    ctf_succer_socks - certainly not Nexuiz style
    ctf_hourglass - it's only in the top 10 because of its many bugs...
    ctf_minimanq3 - not really a CTF map, and still, highly illegal. Map author did not respond to my query, and the map contains LOTS of trademarks. Would need quite some editing (I could do that part, but then I would REALLY NEED the permission from the original author)
    ctf_eggandbacon - maybe, but not really Nexuiz style. At least this one is "complete"

    So... which one did you mean?
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Fri Aug 24, 2007 12:16 pm

  • What makes you think all these competition maps is legal? But I agree with Mr.Carlyle there must be better custom maps to be included. But NOT in Nexuiz it self. But in a separate map pack. Just like the current q3mappack.
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    morfar
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Fri Aug 24, 2007 12:49 pm

  • Bloodprisonctf, Evilspacectf and DarkzoneCTf would be okay to inlcude since they're already DM maps inlcuded of these. Although I know on some of these they don't have the same texture qualities as the DM...I would like to see that change. I'm sure that if they are to be included the mappers would be happy to work out the little minor details needed to get them in.

    BrokenWorldCTF, CB ctf4 BETA 02, ControlFactory, tznex03, mojoctf and spyglass were all some others I was thinking about.
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    Mr.Carlyle
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Fri Aug 24, 2007 1:05 pm

  • divVerent wrote:ctf_greatwall_remix - not sure...


    open source if the textures from greatwall reloaded are open source


    and all of my maps are open source is this could be a help

    and what about Eyecancer_CTF :twisted: ?
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sat Aug 25, 2007 12:13 am

  • update on the contest site:

    - Re-did it using django, a RAD framework written in python (doku, you'd be proud)
    - Contests, entries, and scoring all work, I just need to make views for submitting entries and scores. (django uses MVC)
    - Admin area and user management done (it's django, duh)

    k, some features:
    - Multiple contests
    - each contest has a start date, a entry deadline, and a judging deadline
    - users can be either in the "participant" group, or the "judge" group, or neither.
    - entries can have screenshots, a pk3, a title, etc.

    I just have to do some cleanup here and there, and write the views for enteries and judging. Not that much more to do...
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