2 MB CHALLENGE RESULTS

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ShadowRunner
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2 MB CHALLENGE RESULTS

Post by ShadowRunner »

Thanks for your patience. Very educational project to judge. Thanks to Chinny, mappers and Face. Face and I have different passions and judge differently, but it was interesting how the two judges both arrived at the same rankings and scores, to within .5 of a point. As a challenger I would try to see why the judges arrived at the same conclusion and were able to actually rank the maps.

Combining the judges scores here are the results!

1st Place = Kalman and Cozmo with 66%
2nd Place = Chinny, disqualified in one category with 65%
3rd Place = Anax with 54.5%
4th Place = Avatar with 46%
5th Place = Duke with 37%
6th Place = Majster with 32.5%
Chees is disqualified. Please refer to the map review.

COMMON MISTAKES
~ Skybox issues, lack of skybox, or lack of thinking about skybox. General map edge fail. No interaction between player and skybox. Do not under-estimate what a skybox will do for your map. If your skybox has content similar to your map, it can give the impression that the map is endless or huge or real, or simply just destroy the feeling of the map boundaries.
~ Didn't check/play the map.
~ No point of entry or exit into the location.
~ Applied genius, but not consistently throughout the map
~ One or two areas of a map destroy an otherwise quality effort
~ Didn't think about "original".
~ Detail beyond initial subtractions is limited to floor or objects that sit on the floor, walls and ceilings are empty.
~ Mover/Ladder/Door error of some sort in a TWO mb map contest? wtf you are kidding me? Humans. We can put a man on the moon but we can't test maps for a contest?
~ Very little use sometimes of movers/ladders/doors/terrain and whatever other options are available to break up flatness.

COMMON SURPRISES
~ The bigger errors came from the more experienced mappers.
~ First maps and Tacks maps were blimmin excellent. Newcomers amazed us.
~ The numbers of entries and enthusiasm for the challenge.
~ The final maps generally surprised me. People have improved even during the challenge.
~ Mappers did do a lot of thinking, just the challenge shows it's not easy to consistently smash every category in one map.
~ Two first-mappers art direction was really superb.
Last edited by ShadowRunner on 10 Jun 2012, 18:45, edited 4 times in total.
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Re: 2 MB CHALLENGE RESULTS

Post by Face »

DXMP_Bunkers_Beta1 (Majster)
Looks: 3 / 10
Originality: 3 / 10
Playability: 3 / 10
Atmosphere: 3 / 10
Technical: 3 / 10
Lighting: 3 / 10
Sounds: 3 / 10
Total: 21 / 70

30%

Cons
~ Overlapping and misaligned brushwork.
~ No skybox (a sky can really enhance the overall atmosphere).
~ Vast open area with limited cover (see Pros).

Pros
~ Successfully created a map – many beginners give up.
~ Open landscape could be fun for sniper challenges (See Cons).
~ Excellent lighting for a beginner’s map.

DXMP_Bunkers_Beta_1 Sum Up

DXMP_Bunkers_Beta_1 is a nice first attempt at mapping after following a tutorial. You’ve succeeded in building a map from start to finish and that in itself is a win. Well done!

Future work: Mastering the editor takes time but you now know how to build brushes and place actors. With every new map you’ll learn something else so keep going. Be careful with your brush technique, overlapping brushes are never a good thing and it is always wise to keep everything neatly aligned to the grid. Definitely keep going!
Last edited by Face on 10 Jun 2012, 17:59, edited 1 time in total.
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Re: 2 MB CHALLENGE RESULTS

Post by ShadowRunner »

MAJSTER
DXMP_Bunkers_Beta1 (Majster)
Looks: 3 / 10
Originality: 3 / 10
Playability: 4 / 10
Atmosphere: 4 / 10
Technical: 1 / 10
Lighting: 3 / 10
Sounds: 3 / 10
Overall Score: 35%

PLUS
~ For a first attempt at Tack's Deus Ex Lab, this map is very good
~ For a Tack's Lab map, it is very good for multiplayer. You must be the first MP mapper ever to get through Tacks Lab without having made a single player map. That itself deserves a prize. You stand before many who failed with the 64 unit vent and other first map bloopers...
~ There's no mistake in the map that really cuts the atmosphere too badly and for someone who has had literally just Steve Tack so far, it's very good indeed.

MINUS
~ The spawns are visible from the other spawn exits and there is little or no cover in between, the map does not appeal to all players, it will often be a ping sniper action and it's Deus Ex, but no shadows, back door, it's 100% sniperbox arena which is very flat, I dont want 300 ping, I do not want to meet Fear here.
~ Some brushwork suffers perhaps from lack of support as a beginner. You need some help. No wep racks even. Map is flat.
~ You've gone for the wide open sniper map approach but, the wall around the map edge is perfect, was "built" all in the same year and has no entry or exit, where is the skybox, even a default one? I say this because sky takes up most of my view when outside in the map.
Last edited by ShadowRunner on 10 Jun 2012, 17:58, edited 3 times in total.
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Re: 2 MB CHALLENGE RESULTS

Post by Face »

DXMP_Jumbles (Duke)
Looks: 4 / 10
Originality: 3 / 10
Playability: 3 / 10
Atmosphere: 3 / 10
Technical: 3.5 / 10
Lighting: 3 / 10
Sounds: 4 / 10
Total: 23.5 / 70

34%

Cons
~ Lacks skybox
~ Not sure what the map is meant to be? Needs more theming.
~ Ability to pick up the LAW weapon without having to unlock and open the cabinet it is held in.
~ Overlapping brushwork without de-intersecting or subtracting a cut out first is likely to cause issues.
~ Hectic, fast paced design (see Pros)

Pros
~ Great red archways
~ Interesting multi-level layout with pit of doom.
~ Hectic, fast paced design (see Cons)

DXMP_Jumbles Sum Up

A good attempt showing some creative thinking.

Future work: Keep practicing with the editor and make sure you learn the do’s and don’ts of brush construction. Experience comes with time. The map shows that you have creativity in you and I really hope you continue to work on your technique as the early beginnings of a mapper is already evident.
Last edited by Face on 10 Jun 2012, 18:01, edited 1 time in total.
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Re: 2 MB CHALLENGE RESULTS

Post by ShadowRunner »

DUKE
DXMP_Jumbles (Duke)
Looks: 4 / 10
Originality: 3 / 10
Playability: 3 / 10
Atmosphere: 4 / 10
Technical: 3.5 / 10
Lighting: 4 / 10
Sounds: 4 / 10
Overall Score: 40%

PLUS
~ If a first map again pretty good, some nice custom brushwork
~ Funny, this is mayhem gameplay design, this could be a great 1 v 1 map.
~ It's different, this map has a style and even a sense of art direction.

MINUS
~ Some basic errors like mover texturing
~ Some basic fail perhaps in environment design. Where is this? Does G-Man come with gepgun?
~ Gameplay design is rather limited, again a box arena type map and I'm claustrophobic with that LAW around. 14 slot server?

FUTURE:
To consider all augs and all paths/styles of killer in the next maps.
Last edited by ShadowRunner on 10 Jun 2012, 18:00, edited 1 time in total.
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Re: 2 MB CHALLENGE RESULTS

Post by Face »

Multi_beta8 (Avatar)
Looks: 4 / 10
Originality: 4 / 10
Playability: 4 / 10
Atmosphere: 4 / 10
Technical: 3.5 / 10
Lighting: 4 / 10
Sounds: 6 / 10
Total: 29.5 / 70

42%

Cons
~ Does not follow naming convention (example: DXMP_MapName.dx).
~ Misaligned ladder should have been noticed during testing.
~ Technically inappropriate to use a trigger actor to solely play an ambient sound (next to the waterfalls) when there is an appropriate actor named “AmbientSound” to do just this. The triggers do not trigger anything.


Pros
~ Unexpected exploding wall was a nice surprise, revealing a more hidden area.
~ Deceptively simple light sources look very good.
~ Although there is no variation in the hue or saturation of the light actors, they are well placed and show a stronger understanding of lighting techniques than may be expected at this level. Shadows have been cast appropriately.
~ Nice use of sheet brushes to create effects (example: the waterfalls).
~ Good use of ambient sounds.
~ Multiple routes around the map.
~ Plenty of hidden and secluded areas.
~ Free items (such as bioelectric cells) for those who explore. Nice touch!

Multi_beta8 Sum Up

For a beginners map this is a remarkable effort. For what it lacks in looks and variation, it excels in thought and concepts. Ambient sounds are in place to reinforce the decoration and general ambience and lights have actual light sources.

What really amazed me was how cleanly this map was created. Not many beginners stick so rigorously to the grid or spend time carefully aligning brushes. Semi solid brushes have even been used appropriately in places which is something rarely done in first time maps. There are other brushes which are candidates for the semi-solid treatment, but overall very well done.

There has obviously been some real effort in this map. Varying heights and harder to access areas all help to create a more interesting playing field. The addition of a correctly textured breakable wall was a truly unexpected thing to see.

Future work: It’s exciting to see a new mapper with so much potential from the very first map. Although Multi_beta8 has not won the contest, Avatar should not be discouraged. With time comes experience and with his obvious grasping of the basics I am already looking forward to seeing what’s next!
Last edited by Face on 10 Jun 2012, 18:02, edited 1 time in total.
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Re: 2 MB CHALLENGE RESULTS

Post by ShadowRunner »

AVATAR
Multi_beta8 (Avatar)
Looks: 5 / 10
Originality: 5 / 10
Playability: 5 / 10
Atmosphere: 5 / 10
Technical: 3.5 / 10
Lighting: 4 / 10
Sounds: 6 / 10
Overall Score: 50%

If this was a handicapped contest, this is the winning map. This map has the most surprises and least disappointments for me and it's a first map. It doesn't win the contest, because you can't fit 5 years experience into your first map, but you have excelled with a hostable and fun map with some surprises. So you win some kind of prize for not screwing up and for pushing yourself. If not for ONE error in the whole brushwork, you could have come even higher or even won by default, but you fell down with this one error, into the group with all the other mappers. However when I open the map in SDK, it's like looking at a DXMS map, it was unbelievably neat for a first map. This map is very hostable and almost error-free, superb entry.

PLUS
~ Surprisingly efficient and professional entry from first-timer. The ambience is lovely, sounds, waterfalls, out of bounds and Face pointed out, the only map with breakable walls.
~ I want to play it, while it's not shockingly original, its pleasing to my ears and eyes enough, no big screw ups.
~ Gameplay thinking going on, ability to leap in augs, grab the lam, fun map. There's a lot of polish and detail in this map.
This is the first time ever I think a breakable wall had me fooled into thinking it was brushes and it surprised me!
Your ceiling lights are like a seasoned mapper. 2 years ago a first map from someone would not even have a brush for the light.

MINUS
~ First-time mapper's knowledge of brush techniques limits him to basic brushwork
~ Environment is reminiscent of RTKM Moenia, it lost points on originality.
~ Lighting and atmosphere are very excellent for a first map, but could have been better. Some things were just a bit basic.

FUTURE:
It's really exciting to see a first map that is almost error-free and is playable and fun and has ambience. The obvious advice is to say work on gaining brush skills for more interesting environments and details and push yourself further in the lighting and design departments and you will pwn us totally with a great 2nd map. Try a more complex design with the next map.
Last edited by ShadowRunner on 10 Jun 2012, 18:02, edited 2 times in total.
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Re: 2 MB CHALLENGE RESULTS

Post by Face »

DXMP_Ikea (Anax)
Looks: 5.5 / 10
Originality: 6.5 / 10
Playability: 6.5 / 10
Atmosphere: 5.5 / 10
Technical: 6.5 / 10
Lighting: 6.5 / 10
Sounds: 1 / 10
Total: 38 / 70

54%

Cons
~ Bland look and lack of atmosphere
~ Only one obvious ambient sound.
~ Poor use of intersection in many places which results in overly complex brushes that make inefficient use of the engine.
~ The endless number of tight corridors gets repetitive and somewhat confusing.

Pros
~ Nice use of light with a varied colour scheme and actual light sources. However some light does appear more prominent on the ceiling than it realistically should do.
~ Brushes aligned well but over use of intersection.


DXMP_Ikea Sum Up

With a little more work DXMP_Ikea could be a really solid map. Currently it feels a little bland and has no real soul. The walls are all very similar throughout and there’s no real decoration beyond the nice light sources and some square crates. The area with the pipes and ambient sound next to the open space containing the crates near the stairs down to the basement and the mezzanine level is one of the maps stronger parts.

A reduction in the number of tight curvy corridors or at least opening them up a little to make them feel less cramped would do a lot for this map as at the moment it feels like there could be a few choking points when there are a lot of players.

Overall a consistent entry that loses points for the overall silence and general bland atmosphere. However, with a bit more work this map will be a lot of fun and visually interesting.

Future work: For a relatively new mapper you have done a great job in creating a reasonably playable map. Adding a bit more life through variation in texture and adding ambient sounds, along with some additional wall decorations will definitely help to improve atmosphere.
Last edited by Face on 10 Jun 2012, 18:04, edited 2 times in total.
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Re: 2 MB CHALLENGE RESULTS

Post by ShadowRunner »

ANAX
DXMP_Ikea (Anax)
Looks: 5.5 / 10
Originality: 5 / 10
Playability: 6.5 / 10
Atmosphere: 8 / 10
Technical: 6.5 / 10
Lighting: 6.5 / 10
Sounds: 1 / 10
Overall Score: 55%

PLUS
~ Impressive technique and brushwork for a second map which contributes to your art direction.
~ Looks are deceptively good, I think this map is sexy despite being totally unfinished, it will be in demand for hosting.
~ I get sense of art direction at work from lighting and textures and sense of MP. Astoundingly good design for 1st map.
~ The style was consistent throughout the map.
~ Commendation for the repairbot cabinets.
~ As I said about art direction, if enough detail was applied consistently, this is really outstanding art direction.

MINUS
~ Looks are deceptively good. Map is disappointingly unfinished or empty initial subtractions in some areas, very hard
to find an add or subtraction on any wall or ceiling. Immense detail in the striplights but walls and other large surfaces are largely unbroken by anything. I'm not sure it could win the challenge due to originality of design/gameplay,it's a corridor shooter like Smuggler with large amounts of tight empty spaces. It could easily become a popular classic DXMP map if finished and polished well, I think in current state it's a 0-aug map more.
~ "IKEA"? A stale environment, no "life" and history or story to the environment, I want my money back!
no connection with map title, no signage, even default signage of any kind. Even smuggler has mech warning signs and a mirror.
~ In conjunction with previous comment, not much for sounds, ambience, signs of human use. Some tight spaces in places. Worst corner of map for me was the small winding grey corridor, it's purely the initial subtractions and possibly a flush door frame texture. I was gaggin to rip one of striplights off and detail this area instead.

FUTURE:
Your map is highly excellent for 2nd map. You've mastered the basics of a lot already, I would say besides making the next
map more "leapable" for auggers in places which could be too small or tight, concentrate on adding some FPS gaming experience to the map, some interaction like signage, or sense of life and hopefully it's on all four surfaces of the map that the player passes by.
Last edited by ShadowRunner on 10 Jun 2012, 18:04, edited 2 times in total.
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Re: 2 MB CHALLENGE RESULTS

Post by Face »

DXMP_DX_Studios (Chees)
Looks: 7 / 10
Originality: 7 / 10
Playability: 6 / 10
Atmosphere: 7 / 10
Technical: 2 / 10 *** DISQUALIFIED DUE TO FILE SIZE LIMIT ***
Lighting: 7 / 10
Sounds: 6 / 10
Total: 42 / 70

60% *** DISQUALIFIED DUE TO FILE SIZE LIMIT ***

Cons
~ Semi-solid brushes touching other semi-solids can cause problems. Intersect multiple brushes that make one object and add just one semi-solid to avoid possible issues.
~ Use of tnag.u (11MB) and Aphrodesiac (1.9MB) made this entry massively over the limit.

Pros
~ Nice lighting with good light sources. Some great shadows are present.
~ An original setting that isn’t just a street with buildings but a building with a concept.
~ A high level of detail with the use of original brush work.
~ Use of standard Deus Ex textures to create new objects – (example: the drum kit, turntables and general studio areas show that you don’t always need to use brand new custom textures). Well done!

DXMP_DX_Studios Sum Up

Due to a requirement to have tnag.u and the use of a custom music package (Aphrodesiac), DX Studios was massively over the 2MB size limit. This is a shame as the map is an original idea, well laid out and good looking. The map could have won. The only thing that can be highlighted is the importance of testing a map thoroughly and making sure that all extra custom packages are enclosed with a release version. Neither tnag nor Aphrodesiac were given as part of the original archived package and this is quite a big oversight. Checking simple things often shows up problems and the over limit disqualification could have easily been avoided.

Future work: I can’t wait to see what Chees does next as he appears to be original and competent in a lot of areas. Although custom packages including textures, music and actors can really help bring a concept to life there are times when they are completely unnecessary. My advice would be to make the map first using standard packages and then see if it’s really necessary to add custom items.
Last edited by Face on 10 Jun 2012, 18:16, edited 2 times in total.
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Re: 2 MB CHALLENGE RESULTS

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CHEES - DISQUALIFIED- NO POINTS

PLUS
~ You have massive potential to be the best Deus Ex mapper, in terms of making story, life, atmosphere and emotional response in players.
~ Fun aspect to the map, original environments for most players.
~ In and around the garage. WOW! This is a Deus Sexy moment. I got excited. Winning stuff.

MINUS
~ For not putting a deusex.weaponbaton anywhere near the drumkit, this is epic fail.
~ Consistent with past maps, the ceiling textures in a few places are totally "off" i.e. meaning they just don't match the wall textures to the point where it is devaluing an otherwise highly, no extremely proficient and good-looking effort.
~ I get a sense the size of map is just too big for 2mb goals and that sometimes in areas outside the main studios, the map is losing points that Stalwart picks up for having ceiling brushes, lots of adds and subtracts on walls and surfaces that aren't attached to the floor, your map probably was not a clear winner either for this reason. However I did note the transformation that took place in the street, to the point where I was confused and thought Face had loaded Cozmo's map.

DISQUALIFICATION
This map in no way does it fit the brief. It uses additional packages to a total meggage far beyond the challenge. If it were a professional environment this map would be totally useless and the client would be upset, insulted and angry. In this hobbyist environment, it's just an oversight that cost you the challenge perhaps. Rules are rules and I didn't make them, but the point at which I realized I had to search tnag and aphrodesiac as well as being told server packages were way over, was the point I gave up taking this entry seriously.

There is an additional issue. Almost certainly due to using non-UT99 textures from other Unreal games, when the map is opened by anyone who isn't using Deus Ex SDK and are using UED, the map converts the skybox texture and what appears to be a Wall skybox texture appears on the ceiling of the sky but not sized correctly, you see it 4 times in the sky, all the atmosphere and lighting and details and ambience goes to metabolic end product. So for unprotected versions you need to be careful, I think this is the same for Cozmo. It doesn't lose any points of course.

For a score it's somewhere between 6 and 7, but it's hard to score accurately.

FUTURE:
You have the potential to pwn everyone here on the mapping front. Those environments are original for players and they're fun and the map had the winning potential. Try to see what makes you a very strong mapper and try to keep that as consistent as possible throughout the map. (With that in mind, for example, you could remove the underground river in Concordia and perhaps the overall quality, strength and emotional impact on the player is going to be much higher) Same with perhaps all of your maps, less is more. Keep things simple, risk less issues, you risk less problems. I got the impression you spent more time fixing dependency issues than mapping. Concordia is a great example, the temple was enough, the underground river wasn't the same quality.

I think you can make your own textures, it's very simple, this is so much easier and better and economical on filesizes too, than grabbing utx off the internet.
Last edited by ShadowRunner on 10 Jun 2012, 18:28, edited 3 times in total.
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Re: 2 MB CHALLENGE RESULTS

Post by Face »

DXMP_2MB_Stalwart (ChineseDemocracy)
Looks: 8 / 10
Originality: 2 / 10
Playability: 5 / 10
Atmosphere: 7.5 / 10
Technical: 7.5 / 10
Lighting: 8 / 10
Sounds: 7 / 10
Total: 45 / 70

64%

Cons
~ Not a truly original design.
~ Too many unnecessarily intersected brushes make inefficient use of the engine - brushwork is generally nicely shaped though.
~ Overlapping additive brushes – the engine does not deal well with overlapping added or subtracted spaces (source: Epic)
~ Poor music choice, obvious starting and engine can affect immersion.
~ Car jack/ramp mover is somewhat buggy and more than once I become stuck on it.
~ Button controlling the car jack is a little difficult to activate – perhaps increase collision height and radius.

Pros
~ Good use of ambient sounds (example: traffic noise coming from beyond the garage doors).
~ Nice lighting but perhaps a little unrealistic in places (example: a light source that remains lit even though the actual light is flickering).
~ Nice brush shapes although they are mostly intersected unnecessarily.
~ Great ceilings and an environment that is rich with detail and life.

DXMP_2MB_Stalwart Sum Up

Stalwart was perhaps the hardest entry to judge. Being a conversion map it needed to be outstanding in all areas to get beyond the obvious lack of originality both in concept and layout. ChineseDemocracy has done a good job converting the map to Deus Ex, making an environment that is rich in life and playable for games with and without augs. Ambient sounds and lighting stop this map from being bland and although the colour choices are perhaps a little unrealistic it does have a nice overall look.

It was a surprising decision to convert a map for this contest rather than create something fresh and new. Some would say it was unfair to take a pre-existing concept and enter it. Although it’s evident that a lot of work and effort has been applied to the map it’s not easy to ignore the fact that the map isn’t original. It could be argued that taking an old design, jazzing it up and fixing weaknesses is easier than coming up with a completely new design. The map failed to deliver in originality and because the map is a conversion, it isn’t possible to award highly in the playability stakes either due to the layout being tried and tested already.

Future work: It is evident that ChineseDemocracy has skill when using the editor but there are areas that can be improved upon. Learning to make better technical decisions such as when to intersect brushes or make use of semi-solids would help him push the limits of the engine further. Creating an original concept from start to finish combined with his current ability would have the potential to make something truly amazing.
Last edited by Face on 10 Jun 2012, 18:07, edited 1 time in total.
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Re: 2 MB CHALLENGE RESULTS

Post by ShadowRunner »

CHIN - DISQUALIFIED/PENALIZED IN ONE CATEGORY - DEDUCTED TO 6.5 POINTS
DXMP_2MB_Stalwart (ChineseDemocracy)
Looks: 8 / 10
Originality: 1 / 10
Playability: 5 / 10
Atmosphere: 7.5 / 10
Technical: 7.5 / 10
Lighting: 9 / 10
Sounds: 8 / 10
Overall Score: 66%

PLUS
~ Details lacking in all other challenge entries. Masterful in many categories and throughout the environment. An effort to make sure the polish is in every corner.
~ Ambience, sounds and lighting, although are not 100% perfect, they are varying and consistently applied all over the map and this map is probably the only map in the challenge to actually do that.
~ "World", "Life", "Story" are all present, damage, signage, on all four surfaces of the initial subtractions.
It was noticably an improvement on the previous DXMP version of the map.

MINUS
~ This map could so easily win, but I find myself agreeing with the notion that you can't win a mapping contest with someone else's design. Although I see the argument for the conversion, I see the added problem that in the case of "original", a DX conversion already exists which was popular.
~ You perhaps made the best overall usable map so it's difficult to find a third issue, but lighting has issues in places. I didn't feel I was in a disco, but I did feel I could tweak some lights a bit and create more shadows in corners, a scarier environment or moodier environment.Sometimes parts of Chees and Cozmo maps felt superior in lighting, even though their lighting might have been more basic, it was more comfortable, or the saturation was more correct or felt real or suited the textures. But in some places, I felt like giving you the lighting prize. Your map would have had the most Deus Sexy moments, if not for minor lighting issues which obliterated most shadows and sometimes didn't match sources. The lights in main rooms are so bright, that some of other lights are maybe unnecessary. Some issue with the car ramp and the button was observed. Having seen the earlier version, it confused me.

FUTURE:
Would like to see less of the "Arena" conversion map, more of your imagination or interpretation on Deus Ex. A real or imagined place. My least favourite map is Snow or Dressing Room, I much prefer the "real life" stuff like Office, HengshaDocks, etc. The one and only map of mine auggers ever wanted to host, was based on a street in Canary Wharf.
Last edited by ShadowRunner on 10 Jun 2012, 18:11, edited 1 time in total.
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Re: 2 MB CHALLENGE RESULTS

Post by Face »

DXMP_Gobary (Kalman)
Looks: 7 / 10
Originality: 7 / 10
Playability: 6 / 10
Atmosphere: 6 / 10
Technical: 7 / 10
Lighting: 7 / 10
Sounds: 6.5 / 10
Total: 46.5 / 70

66%

Cons
~ Atmosphere killers (limited map boundary, police boat, subway control panel, lack of wind and wave sounds, skybox).
~ Windows – lighthouse windows are a little small to be usable. The windows in the outbuilding are a wasted opportunity as they are too small for the player to fit through – would have been a great alternative route in and out.
~ Map location title (“Somewhere on the Atlantic ocean”) is not matched by general design.

Pros
~ Original concept.
~ Good use of corona’s and effects on the light projection, although was it necessary to have four beams and not just one fast rotating beam?
~ Some good lighting but the outside area is a little on the bright side.
~ Lovely detailed brushes (example: shutters/windows).

DXMP_Gobary Sum Up

The idea of having a lighthouse map was fresh and exciting to see and Kalman must be applauded for taking on the concept. Gobary looks great with some nice brushwork but the gameplay is somewhat hampered by the general layout and lack of multiple entrances and exits to the spawnrooms.

Gameplay needs to be more carefully considered. The vent shaft was a welcome addition to the map but the execution did not feel logical. Perhaps a “storm shaft” would have been a better choice, linking the lighthouse with both outbuildings, giving an essential second way in and out of those buildings and giving the map a bit more realism – e.g. a way for the lighthouse keeper to get about in bad weather.

Although the map looks fantastic in places, there is a distinct lack of atmosphere. The location title of the map says “Somewhere on the Atlantic Ocean” which suggests it should be in the middle of nowhere. So why is there a NY Police Boat near the base of the rock island? There is no suggestion from the skybox that we were anywhere near land so it would have been nice to have some more atmosphere relating to its location - lots of wave and wind sounds and a faster moving sky are examples. The atmosphere is further affected by the rather square nature of the initial map subtraction. This could have been improved by making the subtraction larger and gradually darkening the map towards the boundary so you don’t actually see the “edge” of the water when looking down.

The windows in the power room serve no real purpose as they aren’t large enough to really allow fighting to take place between. Having a camera and turret on this building just makes it a campers’ paradise, although there is nothing really inside to make that worthwhile.

Future work: Overall the map shows some great effort and attention to detail brush wise. Spend a little more time on the gameplay and atmosphere and Gobary will be fantastic.
Last edited by Face on 10 Jun 2012, 18:09, edited 1 time in total.
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ShadowRunner
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Re: 2 MB CHALLENGE RESULTS

Post by ShadowRunner »

KALMAN
DXMP_Gobary (Kalman)
Looks: 6 / 10
Originality: 8 / 10
Playability: 6 / 10
Atmosphere: 6 / 10
Technical: 7 / 10
Lighting: 7 / 10
Sounds: 6.5 / 10
Overall Score: 66%

PLUS
~ I don't know if Chees' drumkit beats your lighthouse, but well done mate, truly original.
~ Nice windows, nice wooden slats like Chinny :P, nice bushes, nice terrain, nice. You surprised me.
~ I think although it's a gameplay nightmare, it has a fun aspect to assaulting the lighthouse.
~ Need a WW2 commando version. The rock and ocean have huge potential for development, parachutes etc.
~ The gameplay is better than it looks, the bushes are a new experience.

MINUS
~ Skybox fail, map edge fail. It has a very unfinished feel around the edges, ocean and sky. No point of entry from sea or air, no helipad. WTF NY police in the middle of the Atlantic?
~ The decision to place the lighthouse on a very tall rock in the middle of a tiny square ocean affected not only gameplay, but other issues. I would have probably placed my lighthouse at the end of a harbour, or bay, or lagoon and not high up in the middle of nowhere surrounded by an empty square ocean.
~ The gameplay nightmare. The vents are sexy, and not flat either, but they are very arbitrary and still bring you to EXACTLY the same place, the front door. I banged my head on the desk several times. The alternative path is not alternative, instead it is a double chokepoint now.
~ The gameplay nightmare of those spiral stairs. Clockwise ascending spirals are designed for defence and they work very well
inside the lighthouse, it's difficult to assault the stairs and no railings mean you're falling off alot.

The two issues with this map are the ocean/rock/map edges and the inside of the lighthouse. Where does the lightkeeper chill?
Where is his toilet? Where is his bed and kitchen and some side entrances. Despite having the winning idea, you didn't translate your winning idea to MP enough, it has gameplay issues and your attempts to fix the issues were superficial somewhat. Having said this, in terms of the criteria/brief this is my favourite map, even though other mappers were stronger in some categories, this answered the brief well and if MP playability wasn't such a hot potato, this would be winning clearly.

FUTURE:
You seemed to have solved previous scale issues and detail issues, but probably you need to work on gameplay design for MP. To anticipate the consequences of your design and placement of spawns, doors, vents, paths for players etc. At the top of the lighthouse, where do I go from there? Maybe you need to spend time actually testing your map yourself. At first I wanted to give advice, but all I will say is, keep doing "strange" maps, but be prepared for some fails and negative responses from players in servers at times. But I think your experimentation and trial and error with all these maps is worth it, the maps are getting more and more interesting and original, just work on playability for MP.

I think when you map you need to keep in your head a few things at all times. All the different styles of player and whether they will complain or like what you just did. Also to view your map from every last angle and also to run around your map for hours during the build, getting ideas, seeing what is needed.
Last edited by ShadowRunner on 10 Jun 2012, 18:14, edited 1 time in total.
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