I would like to know how the the maps will be scored?
For example: 5 % for Story, 30 % for Lighting, 20 % for Geometry etc
and should we use now for the love of god seperate files or should we mylevel custom content? (I ask because Unreal 1 does not have any MyLevel support AFAIK).
Score and MyLevel
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- Creavion
- Skaarj Warlord
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Subject: Score and MyLevel
Post Posted: 14 Jun 2009, 23:38
- Hellscrag
- Founder
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Subject:
Post Posted: 14 Jun 2009, 23:44
Creavion wrote:I would like to know how the the maps will be scored?
For example: 5 % for Story, 30 % for Lighting, 20 % for Geometry etc
and should we use now for the love of god seperate files or should we mylevel custom content? (I ask because Unreal 1 does not have any MyLevel support AFAIK).
The draft rules currently state that maps will be given a score out of 10, with reference to the criteria in the UnrealSP.Org schema as "broad determinants of quality" (i.e. not a full and detailed schema review). That was just something I thought up on the spot, but it would have some advantages as it would allow the individual judges to put their own spin on it. For example, UB would probably focus on gameplay whereas I would tend to focus more on CG and Story.
From the old thread:
Hellscrag wrote:Creavion wrote:One question: If are using any custom content.. whats better, include that into a seperate package or should we mylevel that stuff?
Use your judgement, based on how much of the additional stuff you are using.
Hellscrag wrote:Creavion wrote:I thought of compatibility of Unreal. AFAIK previous unreal 1 versions does not support MyLevel?
Sorry, I don't know the answer to that. If that's the case, though, then just include the relevant packages in your zip.
Life is what you make of it.
- Hellscrag
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Subject:
Post Posted: 14 Jun 2009, 23:51
Creavion wrote:Ok.
Please continue asking questions if you have any. It's worth having these discussions. Any answers from me will have to wait until tomorrow evening, though, as I'm about to go offline after this strange spurt of activity.
Life is what you make of it.
- Hellscrag
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Subject:
Post Posted: 14 Jun 2009, 23:58
Frieza wrote:I'm planning to use the stationary machine gun from Xidia, would that be allowed?
Do you have access to the sources, and are you able to create a separate download for it?
Alternatively, how large is the relevant Xidia code file, and would Prophet be OK with you including it?
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- Mister_Prophet
- Red Nemesis Leader
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Post Posted: 15 Jun 2009, 05:12
It's not mine, so credit goes to Infiltration.
Frieza, just make sure you configure them right. They can be twitchy
Frieza, just make sure you configure them right. They can be twitchy
- Hellscrag
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Subject:
Post Posted: 15 Jun 2009, 18:05
Frieza wrote:I'm mistaken, I meant the turret from Infiltration (isn't that the one used in Xidia anyways?) The package containing the machine gun is InfAdds.u and is only 540 kb. I could upload it.
If you could upload it, that'd be good.
Life is what you make of it.
- Mister_Prophet
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Subject:
Post Posted: 15 Jun 2009, 22:16
Infadds should already be a separate download somewhere. That's how I got it.
- Mister_Prophet
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Subject:
Post Posted: 16 Jun 2009, 00:30
It is? That's odd. I used the same version I downloaded for my first map release (DM-UrbanDistortion) and used the same script with everything that had the turret after that (Xidia, STR).
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