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Re: 10th Anniversary Speedmapping Contest - Discussion threa

Posted: 07 Feb 2011, 20:27
by salsaSkaarj
Waffnuffly wrote:Welp, looks like I have no choice but to withdraw from the contest. Real life obligations cutting into available free time. See here for details:

viewtopic.php?p=39849#p39849

Pity, I was really hoping for a sequel (or non-sequel) to TLF.
But, no blame, life has its priorities (and mine currently isn't Unreal-related either).
Anyway, hope you still find the time to remain part of the U world (I read you other post and feel confident you will leave another footprint ot 2. :wink: )

Re: 10th Anniversary Speedmapping Contest - Discussion threa

Posted: 07 Feb 2011, 21:03
by Buff Skeleton
I'm gonna be around as usual, except I'll only be working on EXU, and I'll be working harder than before. Really, most people probably won't notice anything.

Re: 10th Anniversary Speedmapping Contest - Discussion threa

Posted: 21 Mar 2011, 11:56
by salsaSkaarj
More than a month of silence?
Just reviving this topic so that potential participants can plan way ahead and meet the ultimatum :wink: Have all details been cleared yet? (I can't find dates for the start nor the finish). I know you guys have to do all the work, but try to step into my shoes .. I have to plan properly to be able to play everything in time, I mean I really have to reschedule just about everything, sanitary stops, intake of nutrition, sleeping, might as well even plan sex way ahead - this implies some serious negotiation and I like to start well prepared :B .

Re: 10th Anniversary Speedmapping Contest - Discussion threa

Posted: 22 Mar 2011, 08:51
by BuddhaMaster
So this is the official 10th anniversary speedmapping contest talk thread?

-When does it start?!
-Why is the responding forum category closed? [SOLVED] = Forum opens when contest has started!

Re: 10th Anniversary Speedmapping Contest - Discussion threa

Posted: 29 Mar 2011, 05:50
by ividyon
Sorry lads, I'm in a bit of a busy school period at the moment. The contest will be set up somewhere in April.

Re: 10th Anniversary Speedmapping Contest - Discussion threa

Posted: 01 Apr 2011, 23:21
by BuddhaMaster
Can we please add a date to the official '10 anniversary' thread, so a lazy bum like me without memory can quickly check the date?

Re: 10th Anniversary Speedmapping Contest - Discussion threa

Posted: 14 Apr 2011, 01:36
by ividyon
I've planned to put up all contest-relevant threads today, but I've run into an issue with the map compatibility, so I'm holding it off for now.
The contest is set to begin on April 21st. Once all the necessary info is online, I will make a news post - until then please piece together whatever details will probably be in the contest rules from this discussion thread.

Anyway, we have an emergency, gentlemen!

Image

I have found that maps created in Unreal Tournament are not compatible with pre-227 Unreal, regardless of being converted with WingedUnicorn's tool, even if using only stock Unreal content and having the def. gametype set to unreali.singleplayer. So what do we do with the "maps must be compatible to all platforms" rule now?

An option is that all UT mapping entrants agree to have their map exported to .t3d and imported into the Unreal 1 editor for rebuilding. That way the maps can be made compatible (assuming no foreign/custom packages have been used), but this means that, should the mappers not have Unreal handy, rebuilding their maps will be left to somebody else, something the affected entrants might not agree with.

The other options are:
- Abandon compatibility rule
- Disregard compatibility to Unreal pre 227g (227g runs UT maps just fine)
- Force people to map for Unreal 1 (very very bad)

What do you think? I hope to post the finalized contest information soon, so please give me your feedback on this.

EDIT:
I closed the signups until the contest info is finalized. Those who have already signed up are accounted for, no worries!

Re: Discussion thread

Posted: 14 Apr 2011, 09:15
by TheIronKnuckle
I say abandon compatibility, but still enforce the "Only stock unreal content" rule

Re: Discussion thread

Posted: 14 Apr 2011, 14:24
by Legendslayer222
TheIronKnuckle wrote:I say abandon compatibility, but still enforce the "Only stock unreal content" rule

I thought the poll came out as stock Unreal content and RtNP Music. But yeah, I agree with abandoning compatability. I can not get my head around all this compatability stuff and I would much rather just build a normal oldskool map (I don't mind if someone else tries to jam my map into Unreal after I've released it my way though).

Re: Discussion thread

Posted: 14 Apr 2011, 14:51
by jackrabbit
Like I said a few months ago, I am very capable of converting the map to stock Unreal for everyone who enters the contest. It would literally take me no more than a few hours work and I wouldn't even have to rebuild the map. Sana, would you mind sending me that test map so I can do a quick experiment to show you guys the process? If I can show the process step-by-step, some might even go ahead and do it on their own.

Re: Discussion thread

Posted: 14 Apr 2011, 16:42
by ividyon
jackrabbit wrote:Like I said a few months ago, I am very capable of converting the map to stock Unreal for everyone who enters the contest. It would literally take me no more than a few hours work and I wouldn't even have to rebuild the map. Sana, would you mind sending me that test map so I can do a quick experiment to show you guys the process? If I can show the process step-by-step, some might even go ahead and do it on their own.

It's just a box with a light, two Unreal weapons, a playerstart and the default gametype set to unreali.singleplayer.
I'd be very interested in seeing how you convert these!

Re: Discussion thread

Posted: 14 Apr 2011, 16:59
by jackrabbit
um, okay....... I was assuming you were talking about mylevel content as well but I guess not? Anyways, the conversion process is a single-click conversion in this instance (I just tested).

Its a simple as opening your map in 227's editor and hitting the save button.

The other options are:
- Abandon compatibility rule
- Disregard compatibility to Unreal pre 227g (227g runs UT maps just fine)
- Force people to map for Unreal 1 (very very bad)


how about none of the above? :P

Re: Discussion thread

Posted: 14 Apr 2011, 17:07
by Core
If the judges have the platforms of choice of the mapper, and the map is reviewed on that platform, it's not that big of a deal I guess.

Imo, compatibility shouldn't influence the score, as long as the the content to which mappers are restricted is available on all those platforms.

Re: Discussion thread

Posted: 14 Apr 2011, 18:36
by ividyon
jackrabbit wrote:Its a simple as opening your map in 227's editor and hitting the save button.

Damn! If only I knew that earlier.

Posted rules taking this development into account. Locking this thread to archive pre-contest discussion.