Rules
Entries that don't comply with these rules may not be considered for the contest.
1. All maps must be built from scratch within the six week period of the contest. - While we would like to let you use an existing incomplete map as a base, it wouldn't be fair on the other contestants. However, if your existing incomplete map only consists of a couple of rooms, then it is probably acceptable - please discuss with the judges and the other entrants before proceeding.
2. Do not start building the map before the contest officially commences. - Although planning / sketching / brainstorming ideas is acceptable.
3. All entries must be playable on Unreal 226 or UT 436 without additional engine modifications. - This is so that everybody can have a level playing field. UT entries should utilise Oldskool. The use of external applications such as 3DS to build your map is fine as long as compatibility is maintained. Do not build your map in Unreal 227 if it will render it unplayable in Unreal 226 or UT 436.
4. All maps must be standalone, playable single player maps using stock Unreal / UT pawns and weapons. - This also means that map should have a proper level exit or ending sequence. It shouldn't just "stop" without explanation.
5. There is no restriction on entries' setting or storyline.
6. If your entry spans multiple maps, they should be properly linked together, including by build. - Otherwise they may be considered as separate entries.
7. Entrants should be willing, if the contest produces a sufficient quality and quantity of work, for their maps to be compiled into a larger map pack or compilation distributed by UnrealSP.Org.
Guidelines
These are not binding rules, but failure to work within these guidelines may count against you winning the contest. Among other things, they are designed to minimise filesize, promote technical tidiness and put the emphasis on mapping skill over knowledge of other available assets.
Use of Prefabs
Limited use of decorative prefab brushes is acceptable. However, they should be prefabs either of your own design or taken from stock Unreal / UT maps.
Importing Custom Content
Custom code, textures, music, sound and meshes made specifically for the contest are acceptable.
Otherwise, try to find appropriate textures, music, sound and meshes in the stock Unreal / UT selection before looking elsewhere. Any custom content NOT made specifically for the contest should be made available for other contestants to download. Try to limit yourself to a couple of custom packages per entry to avoid creating hugely bloated downloads that would also make later compilation of all the entries into a single, tidy download unfeasible.
As stated under the rules, engine mods should be avoided. This is first and foremost a mapping contest, not a showcase for the latest fanmade addons to the engine, and exploiting engine mods to elevate your map would be unfair to contestants who have not had the chance to explore them.
Submission
Each mapper starts a thread containing information about their entry. This can either be done in advance, or when the map is finally completed. "Final" downloads must be made available in the first post of the thread by the close of the contest on Sunday 2nd August 2009.
Assessment
Maps will be assessed by a panel of judges and given a score out of 10, and the map that receives the highest average score will be the winner. A full and detailed assessment against the UnrealSP.Org review schema will not be required; however, the criteria listed on the schema will act as broad determinants of quality. Judges will not be barred from submitting maps to the contest, as their submissions can be assessed by the other judges on the panel.
The Prize
Erm... kudos? I would welcome suggestions. At present, I can't think of anything in particular, except possibly for:
- An UnrealSP.Org e-mail address; or
- The opportunity to lead on compiling all of the submissions into a map pack.