I can't mate. The data recovery found absolutly ish all on my hd <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Trying to get the judges together ... I had them friday.... <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />
<!--quoteo(post=1604272:date=Feb 6 2007, 01:08 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Feb 6 2007, 01:08 PM) [snapback]1604272[/snapback]</div><div class='quotemain'><!--quotec--> I've received no BSP files via PM, nor links in order to judge adequately. <!--QuoteEnd--></div><!--QuoteEEnd-->
Due to requests, we've move the judging to a private locale. I'll PM you the details.
I'd like to start with the hive already, as soon as I have time for it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> hoping to meet the deadline which is in the first post.
One question for you; are we supposed to make a siege room for phase 2 in addition to the hive room itself (if we are still aiming for a ns_ map that is)?
I believe Bloodwire means an adjacent room to the hive that is for marine siegeing, a practical requirement of any NS map. Personally I think it's a good idea, as it would be interesting to see a pairing of function-specific rooms in a single submission. What say you, ShenTraX?
Sorry, my misunderstanding. Sure, i wouldn't see why not <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
No, I did not mean a siege map, like Merkaba said <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> I'll see if I can manage to squeeze in an extra room then <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I'm not signing up to some random other forums in which I won't visit just for this competition. Remove me as a judge if all the information won't be provided on these boards. Disappointed as I am to say that, if I have to signup to someone elses crap forums, so be it.
Thal, I think that happened because I suggested it would be good if we could discuss the maps as a group, rather than just send marks by email or PM. However, since the marking is taking so long anyway and its getting a bit ridiculous (of which I'm also to blame), I guess its perhaps not such a bad idea. Shall we just post our marks, and opinions, in here maybe? Sheeentrax?
Main: - 13 - Movement a little tight in the hall, and perhaps around the RT and vent-marines cant get meds P: Arch - 9 - Very nice P: Light - 9 - Super contrast, not too overdone P: Amb - 8 - Good ambience P: Tex - 9 - Good texturing S: Effect - 1 Steam Particle System S: Detail - 1 - You can see out and above the CC... nice S: Extra - 1 - Definitely extra Effort.
Total - 51
Comments - Good use of lighting and textures. The vents could need a little work, and perhaps move the RT to the right. The General MS has good movement, the left hallway may be a little tight. Good solid architecture.
Main: - 18 - Good movement/placement/r_speeds P: Arch - 9 - Excellent Brushwork P: Light - 9 - Nice lighting P: Amb - 3 - No use of Ambience P: Tex - 9 - Textures were good, seemed everything was lined right S: Effect - 0 - No specials S: Detail - 1 - FX wires and such, nice touch S: Extra - 1 - Seems there was extra effort.
Total - 50
Comments - I like his brushwork. Pipes above the CC, good seems, love the archway-hallways. Good use of textures. Almost Nothing-like. Good detail and use of spots.
Main: - 10 - High r_speeds, RT seems snug P: Arch - 8 - Nice Arch, External detail on one side, but not the other..? P: Light - 6 - Lighting is good, ENV light could have been a better contrast P: Amb - 3 - No use of ambience P: Tex - 8 - Textures are good, some in small areas are off S: Effect - 1 - PS water drips, nice S: Detail - 1 - Nice details S: Extra - 1 - Extra Effort.
Total - 38
Comments - Although the r_sppeds cut his score, he does have good architecture. This MS does show lots of promise. Nice Roomy Layout. The ENV light, if it were 'warmer' may have made a big difference. Nice Texture throughout, except a spot or two it could have use a little attention. His pipe-work needs a little adjustment.
<!--quoteo(post=1591083:date=Dec 21 2006, 07:14 PM:name=BlooDWire)--><div class='quotetop'>QUOTE(BlooDWire @ Dec 21 2006, 07:14 PM) [snapback]1591083[/snapback]</div><div class='quotemain'><!--quotec--> Okay so, I've started from scratch, but the map is already taking shape so thought I'd be the first to post some screenies. Haven't fixed much of a rad file yet so I guess it's a bit dark, but I like it that way(eventhough it's the marine spawn). The R_speeds is prolly a bit high for the players in certain spots, like when you stand in one of the ends of the hall and look against the other, tried to compensate for it by placing a wall right by the CC to block the sight, but no, still not that good. It can get up to 700, but usually around 400-500. for the commander it's about 250, can get up to about 400.<!--QuoteEnd--></div><!--QuoteEEnd-->
OKAY, nice <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> PIX, but in this forum requies a Lot of gamma, and brightness, to see the pix <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> .
Please add more gamma, and brightness <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> in added pix in this forum. all in all, the pix is great. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Yay, grats chubbysteve! I'll download the map and check it out aswell <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
So are those just Shentrax's scores or are they the final scores?
I think I preferred ChubbySteve's style-wise but the vents were a bit too Alien favoured considering they lead into the MS and the adjoining corridor. If I knew they weren't going to connect to another part of the map it would be less worrying. But having a silent Gorge bilebombing the base from underneath is a bit scary, plus he has plenty of safe spots in the vents to egg to get to Gorge once he gets there. I didn't mind the close corridor because it's quite short and it's probably Marine favoured as it will trap more than a few good Onoses running back into blocking teammates imo.
I quite liked the U-shape of Naigel's map, with the RT protected in the bend of the U. It seems like a good way to go with Marine Starts although I can't put my finger on why. Again, the vent overhanging the CC is a bit scary, although I do like the way you've made the architecture curve up towards it for very easy JP access. If a Gorge were to bilebomb from there or on top of the hanging red crate it could cause problems, so that's a bit iffy. But I really like the cheeky 'Skulk grate' that overlooks the CC from the side corridor. "Have they got a proto lab yet?" "I dunno I'll just go take a peep through the Skulk grate!" <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Bloodwire's map is nice and open, but perhaps a bit too large. Although there's absolutely no cover, there's plenty of room for leaping Skulks and blinking Fades and divebombing Lerks. The side doors that can't be opened don't go anywhere, literally! You show what's behind the one on the right and it's a 0.5 meter wall and then space. This seemed a bit weird for me, it might be nicer made into an escape pod or airlock or something if you're going to have a door there. I'm generally not a big fan of CCs in corners since it restricts where you can put your IPs to small area (see Origin, for example), instead of the commander having the option to space them out to make them less campable. I think find the RT snugness too much of a problem for Marines, as it makes for easy grenade kills, but maybe for the Onos it might be a bit unfair for it to have to have its back facing the IPs. I think what Bloodwire nailed best is the setting and the overall feel; you just feel like your in just one room of something much bigger.
But these are minor crits, overall they're all of an awesome quality, so I can't wait to see what you come up with for your Hive rooms. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--quoteo(post=1607488:date=Feb 17 2007, 03:42 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Feb 17 2007, 03:42 PM) [snapback]1607488[/snapback]</div><div class='quotemain'><!--quotec--> So are those just Shentrax's scores or are they the final scores? ... <!--QuoteEnd--></div><!--QuoteEEnd-->
Just mine. Waiting on the other judges evaluations, if they will post them.
Sorry to be taking so long :[ I am quite busily working on my own agendas which unfortunately take priority over this.
I have written up Bloodwire's results (these were written in response to ShenTrax's marks on his board):
Main: - I'd agree with 10, considering the huge r_speed count. Everything else looks alright, though. P: Arch - 8 - The actual architecture isn't very interesting, but I'm giving a high score here for the details and machinery. Otherwise, the main marine room looks a big boxy and could use some more interesting angles, or anything to remove the 'box' feel from it. Some of the details suffer from compiler vertex-shifting as well, resulting in some odd shaped brushes. P: Light - 6 - Personally the pairing of cyan blue with hot orange as the two primary colours really turns me off. However, I'm not holding that against it greatly, as it's nice to see a bit of color in maps. Otherwise though, the lighting is rather bland. Also, with no sunlight source to speak of, there should not be any light coming down through the skylights. All in all, while with some interesting colour pairings, the lighting could be more interesting. P: Amb - 7 - I don't think ambience necessarily has to mean effects & sounds, but rather just that the place has character, which this certainly does. The details outside the window add to the ambience, as do the particle effects and some of the details. However, some things put me off such as the cyan wires that, seen from inside, extend up into the ceiling yet the skylight shows nothing substantial where they end, which reminds me that its just a virtual design. P: Tex - 5 - The texturing is acceptable, but has some real gaffs quite frequently. I think with a bit more effort the texturing could have been much much better, but it seems like they were not given as much care as the rest of the map.
I've just left Shentrax's remarks for the S catagories, as they pretty much sum it up for me. S: Effect - 1 - PS water drips, nice S: Detail - 1 - Nice details S: Extra - 1 - Extra Effort.
Naigel:
Main: - 15 - All seems well and good, but one corner in the MS has r_speeds in the 800s, even before the adjacent rooms are added. P: Arch - 7 - Some very nice architecture, feels solid. I'm really being picky but I'm making down a point for the hanging crate that is completely level with the ground, despite the cable not connecting up to its dead centre (looks unrealistic). P: Light - 8 - Nice lighting P: Amb - 8 - As I stated previously, I don't believe ambience means effects and sounds and such, but rather just the presense of the map. P: Tex - 7 Some very solid texturing and a good choice of textures that go well with each other. I am marking down however for the atrocious texturing on the pipes next to the resource tower & another instance of them elsewhere <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> It's all great, aside from that small thing. S: Effect - 1 - A bit of an odd catagory this...I gave it a 1 for the subtle flickering monitors, but I suppose they are the only thing. S: Detail - 1 S: Extra - 1 - I don't much get this catagory either.
Chubbysteve:
I haven't written any scores here yet, but the opinions so far seems quite on the mark. I am worried that there might be too many vents around the MS area, as clever as they are. However, I love the general style and details, and completely agree that it feels most like it's part of one big map rather than being a single area. I think this is stylistically my favourite map.
I would say it's a tossup between chubby and naigel; although bloodwire makes a great effort, it falls short of the quality of the other two. I would say that Naigel's map is very solid and bold, whereas Chubby's is very stylish and more engrossing in terms of ambience.
Ahh, I'll have a look at the other maps as soon as I get home <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I'm happy with the reviews, I'll make sure I'll keep these comments in mind for the next phase.
We can move the deadline back a week or 2, if the other contestants dont mind.
I was hoping for at least the last review from Merkaba for the judging, and possibly a review from one of the other judges. The downloads are available from my post, if they would like to rate them.
Comments
I have not heard back from 2 of the judges, so we may be dropping to a panel of 3 for this phase.
Send them in!
PM me with a link, email me a link to me@shentrax.net, or IM me and we can get a FTP or something hooked up.
I've received no BSP files via PM, nor links in order to judge adequately.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Due to requests, we've move the judging to a private locale. I'll PM you the details.
Due to some moderate delays, would we want to switch this to a CO map?
Also, I vote against co map! I want ns.
We should have the results for Phase 1 judging faily soon, within the next couple days.
I'll see if I can manage to squeeze in an extra room then <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<a href="http://www.shentrax.net/chubbystevemap2_208.rar" target="_blank">Map download</a>
Main: - 13 - Movement a little tight in the hall, and perhaps around the RT and vent-marines cant get meds
P: Arch - 9 - Very nice
P: Light - 9 - Super contrast, not too overdone
P: Amb - 8 - Good ambience
P: Tex - 9 - Good texturing
S: Effect - 1 Steam Particle System
S: Detail - 1 - You can see out and above the CC... nice
S: Extra - 1 - Definitely extra Effort.
Total - 51
Comments -
Good use of lighting and textures. The vents could need a little work, and perhaps move the RT to the right. The General MS has good movement, the left hallway may be a little tight. Good solid architecture.
--------------------------------
<u><b>[Naigel]</b></u>
<a href="http://www.shentrax.net/ns_amp2_157.rar" target="_blank">Map download</a>
Main: - 18 - Good movement/placement/r_speeds
P: Arch - 9 - Excellent Brushwork
P: Light - 9 - Nice lighting
P: Amb - 3 - No use of Ambience
P: Tex - 9 - Textures were good, seemed everything was lined right
S: Effect - 0 - No specials
S: Detail - 1 - FX wires and such, nice touch
S: Extra - 1 - Seems there was extra effort.
Total - 50
Comments -
I like his brushwork. Pipes above the CC, good seems, love the archway-hallways. Good use of textures. Almost Nothing-like. Good detail and use of spots.
--------------------------------
<u><b>[Bloodwire]</b></u>
<a href="http://www.shentrax.net/marinespawn_ns_calibra_318.rar" target="_blank">Map download</a>
Main: - 10 - High r_speeds, RT seems snug
P: Arch - 8 - Nice Arch, External detail on one side, but not the other..?
P: Light - 6 - Lighting is good, ENV light could have been a better contrast
P: Amb - 3 - No use of ambience
P: Tex - 8 - Textures are good, some in small areas are off
S: Effect - 1 - PS water drips, nice
S: Detail - 1 - Nice details
S: Extra - 1 - Extra Effort.
Total - 38
Comments -
Although the r_sppeds cut his score, he does have good architecture. This MS does show lots of promise. Nice Roomy Layout. The ENV light, if it were 'warmer' may have made a big difference. Nice Texture throughout, except a spot or two it could have use a little attention. His pipe-work needs a little adjustment.
Okay so, I've started from scratch, but the map is already taking shape so thought I'd be the first to post some screenies. Haven't fixed much of a rad file yet so I guess it's a bit dark, but I like it that way(eventhough it's the marine spawn). The R_speeds is prolly a bit high for the players in certain spots, like when you stand in one of the ends of the hall and look against the other, tried to compensate for it by placing a wall right by the CC to block the sight, but no, still not that good. It can get up to 700, but usually around 400-500. for the commander it's about 250, can get up to about 400.<!--QuoteEnd--></div><!--QuoteEEnd-->
OKAY, nice <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> PIX, but in this forum requies a Lot of gamma, and brightness, to see the pix <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> .
Please add more gamma, and brightness <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> in added pix in this forum. all in all, the pix is great. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Yay, grats chubbysteve! I'll download the map and check it out aswell <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
We're waiting on Merk's totals, and Belg's ... if he'll do his, otherwise we'll just use mine and Merk's.
I think I preferred ChubbySteve's style-wise but the vents were a bit too Alien favoured considering they lead into the MS and the adjoining corridor. If I knew they weren't going to connect to another part of the map it would be less worrying. But having a silent Gorge bilebombing the base from underneath is a bit scary, plus he has plenty of safe spots in the vents to egg to get to Gorge once he gets there. I didn't mind the close corridor because it's quite short and it's probably Marine favoured as it will trap more than a few good Onoses running back into blocking teammates imo.
I quite liked the U-shape of Naigel's map, with the RT protected in the bend of the U. It seems like a good way to go with Marine Starts although I can't put my finger on why. Again, the vent overhanging the CC is a bit scary, although I do like the way you've made the architecture curve up towards it for very easy JP access. If a Gorge were to bilebomb from there or on top of the hanging red crate it could cause problems, so that's a bit iffy. But I really like the cheeky 'Skulk grate' that overlooks the CC from the side corridor. "Have they got a proto lab yet?" "I dunno I'll just go take a peep through the Skulk grate!" <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Bloodwire's map is nice and open, but perhaps a bit too large. Although there's absolutely no cover, there's plenty of room for leaping Skulks and blinking Fades and divebombing Lerks. The side doors that can't be opened don't go anywhere, literally! You show what's behind the one on the right and it's a 0.5 meter wall and then space. This seemed a bit weird for me, it might be nicer made into an escape pod or airlock or something if you're going to have a door there. I'm generally not a big fan of CCs in corners since it restricts where you can put your IPs to small area (see Origin, for example), instead of the commander having the option to space them out to make them less campable. I think find the RT snugness too much of a problem for Marines, as it makes for easy grenade kills, but maybe for the Onos it might be a bit unfair for it to have to have its back facing the IPs. I think what Bloodwire nailed best is the setting and the overall feel; you just feel like your in just one room of something much bigger.
But these are minor crits, overall they're all of an awesome quality, so I can't wait to see what you come up with for your Hive rooms. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
So are those just Shentrax's scores or are they the final scores?
...
<!--QuoteEnd--></div><!--QuoteEEnd-->
Just mine. Waiting on the other judges evaluations, if they will post them.
I have written up Bloodwire's results (these were written in response to ShenTrax's marks on his board):
Main: - I'd agree with 10, considering the huge r_speed count. Everything else looks alright, though.
P: Arch - 8 - The actual architecture isn't very interesting, but I'm giving a high score here for the details and machinery. Otherwise, the main marine room looks a big boxy and could use some more interesting angles, or anything to remove the 'box' feel from it. Some of the details suffer from compiler vertex-shifting as well, resulting in some odd shaped brushes.
P: Light - 6 - Personally the pairing of cyan blue with hot orange as the two primary colours really turns me off. However, I'm not holding that against it greatly, as it's nice to see a bit of color in maps. Otherwise though, the lighting is rather bland. Also, with no sunlight source to speak of, there should not be any light coming down through the skylights. All in all, while with some interesting colour pairings, the lighting could be more interesting.
P: Amb - 7 - I don't think ambience necessarily has to mean effects & sounds, but rather just that the place has character, which this certainly does. The details outside the window add to the ambience, as do the particle effects and some of the details. However, some things put me off such as the cyan wires that, seen from inside, extend up into the ceiling yet the skylight shows nothing substantial where they end, which reminds me that its just a virtual design.
P: Tex - 5 - The texturing is acceptable, but has some real gaffs quite frequently. I think with a bit more effort the texturing could have been much much better, but it seems like they were not given as much care as the rest of the map.
I've just left Shentrax's remarks for the S catagories, as they pretty much sum it up for me.
S: Effect - 1 - PS water drips, nice
S: Detail - 1 - Nice details
S: Extra - 1 - Extra Effort.
Naigel:
Main: - 15 - All seems well and good, but one corner in the MS has r_speeds in the 800s, even before the adjacent rooms are added.
P: Arch - 7 - Some very nice architecture, feels solid. I'm really being picky but I'm making down a point for the hanging crate that is completely level with the ground, despite the cable not connecting up to its dead centre (looks unrealistic).
P: Light - 8 - Nice lighting
P: Amb - 8 - As I stated previously, I don't believe ambience means effects and sounds and such, but rather just the presense of the map.
P: Tex - 7 Some very solid texturing and a good choice of textures that go well with each other. I am marking down however for the atrocious texturing on the pipes next to the resource tower & another instance of them elsewhere <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> It's all great, aside from that small thing.
S: Effect - 1 - A bit of an odd catagory this...I gave it a 1 for the subtle flickering monitors, but I suppose they are the only thing.
S: Detail - 1
S: Extra - 1 - I don't much get this catagory either.
Chubbysteve:
I haven't written any scores here yet, but the opinions so far seems quite on the mark. I am worried that there might be too many vents around the MS area, as clever as they are. However, I love the general style and details, and completely agree that it feels most like it's part of one big map rather than being a single area. I think this is stylistically my favourite map.
I would say it's a tossup between chubby and naigel; although bloodwire makes a great effort, it falls short of the quality of the other two. I would say that Naigel's map is very solid and bold, whereas Chubby's is very stylish and more engrossing in terms of ambience.
I'm happy with the reviews, I'll make sure I'll keep these comments in mind for the next phase.
Thanks!
How many judgings are there supposed to be?
I was hoping for at least the last review from Merkaba for the judging, and possibly a review from one of the other judges. The downloads are available from my post, if they would like to rate them.