JazzJackrabbit Community Forums

JazzJackrabbit Community Forums (http://www.jazz2online.com/jcf/index.php)
-   JCS & Scripting (http://www.jazz2online.com/jcf/forumdisplay.php?f=5)
-   -   JJnet Duel Tournament v2.0 Level Contest (http://www.jazz2online.com/jcf/showthread.php?t=18735)

FireSworD Jul 13, 2010 08:59 PM

I'm really not sure of how my level is turning out so I might be out of this too.

EvilMike Jul 13, 2010 09:22 PM

Mine wound up turning into a 2vs2 or 3vs3 level (and totally unsuited to duels) since it's too vertical and campable, so I'm just going to throw something together in the span of one weekend, like I normally do.

Merlyn Jul 13, 2010 10:55 PM

Mine has turned into a total rip-off of DW, but it's rubbish!

Superjazz Jul 14, 2010 06:16 AM

Just reminding you people that no judges have signed up yet. I need at least two.

Toni Jul 14, 2010 08:58 AM

I told you, I can help you SJ... Also I made a level, tested it, and it was nice to play there, imo. Here it is:
http://www.jazz2online.com/downloads...shuttle-arena/

Superjazz Jul 14, 2010 12:01 PM

Quote:

Originally Posted by tropiCCo (Post 459105)
I told you, I can help you SJ...

I'm looking for judges who help me find out the best levels for the tournament in this contest, not tournament referees/supervisors. Since you submitted a contest-entry, you can no longer volunteer as a judge, either.

I will be searching the actual tournament-supervisors later, so be patient, please.

snzspeed Jul 14, 2010 04:17 PM

Can I help you with the judging, SJ? :D

Superjazz Jul 15, 2010 04:39 AM

I will be picking the judges after the deadline of those who signed up. You might help. :P

EvilMike Jul 15, 2010 08:36 PM

My level is about 75% done. I need to do the eyecandy and event placement still.

It started off as a 128x64 level, but since I'm designing it for duels, I realized that a lot of the level was pretty extraneous. In the end I shrunk it down to just 89x62, mostly by shortening corridors and getting rid of non-essential areas. It also has quite an open layout, so it's going to be quite a fast paced level, hopefully. Other features include plenty of RF jumping opportunities, and a funny gimmick involving a fly carrot.

Tomorrow I'm probably going to preview it in a public server so I can get some feedback on the gameplay (eyecandy will likely be unfinished)

EvilMike Jul 16, 2010 09:31 AM

Alright, here it is: http://www.jazz2online.com/downloads...-of-the-month/

Last time I uploaded a ctf level was 2002(!) though I've made plenty of CTF levels since then.

I wonder if the judges will actually consider this. I know a lot of people who should go back to playing DW who would simply reject this level outright, due to certain elements in it. And even if this makes it into the mappool, I suspect it will get vetoed by the same people. I think it's a fun level though.

Vegito Jul 16, 2010 09:41 AM

Although I'm never too involved in levelmaking, I'd like to judge since I'm obviously a duelist :). I personally care about gameplay the most.

PurpleJazz Jul 16, 2010 09:49 AM

Seeing as I don't really have many ideas for MP at the moment, I might be out of the contest. However, I am still willing to be a judge if I don't come up with something. :P

FireSworD Jul 16, 2010 10:15 AM

I'm out of this since my level is probably too gimmicky for players to want to try it in the tournament. I offer to be a judge though.

cooba Jul 16, 2010 10:29 AM

Stop signing out guys! :(

EvilMike Jul 16, 2010 11:03 AM

Quote:

Originally Posted by FireSworD (Post 459176)
I'm out of this since my level is probably too gimmicky for players to want to try it in the tournament. I offer to be a judge though.

It can't possibly be worse than mine.

Vegito Jul 16, 2010 01:46 PM

Quote:

Originally Posted by FireSworD (Post 459176)
I'm out of this since my level is probably too gimmicky for players to want to try it in the tournament. I offer to be a judge though.

You could still try to send it in, its always worth a try

EvilMike Jul 17, 2010 03:36 PM

I reuploaded Employee of the Month to include an edit of it that Jake made (titled Employee of the Year, filename EvilCTF22b). I liked it, so I put it there as an official alternate version.

Since the rule is one entry per person, and Jake already has his own level submitted, my submission remains the original Employee of the Month (EvilCTF22).

Jgke Jul 18, 2010 05:15 AM

I think that there could be a rule that would allow all versions of a certain level. For instance, choosing between Employee of the Month and the Employee of the Year.

EvilMike Jul 18, 2010 09:58 AM

I think the current contest rules are fine, and having two versions of the same map would just complicate things. There are a lot of levels with multiple versions, but it is usually best to stick with the "main" one in cases like this.

Superjazz Jul 20, 2010 04:04 AM

I will be leaving today for vacation and will be back on August 1st, which is past the deadline. Once I'm back, I'll check whatever has been submitted until the deadline, and pick the judges. I will start previewing the entries with the judges shortly after the deadline.

Whether you decide to submit the entry by j2o or e-mail, remember to notify me about it by posting here. Also, any other judges?

EDIT: 9 entries have been submitted so far, and it is a great number. Much more than I expected. Since the entries seem to be averagely quite high quality even, I will be considering of letting 4 entries qualify instead of 3. However for that I would still wish for at least one more decent entry. The final mappool is probably going to include either 9 or 10 levels.

Merlyn Jul 28, 2010 01:28 AM

My submission: Camelot http://www.jazz2online.com/downloads/6249/camelot/

Haven't had much time to host so will consider any feedback.

cooba Jul 28, 2010 01:47 AM

That's it, I'm scrapping my level (again) and making a smaller one from scratch (attempt 3!)

EvilMike Jul 28, 2010 11:09 AM

Quote:

Originally Posted by Merlyn (Post 459392)
My submission: Camelot http://www.jazz2online.com/downloads/6249/camelot/

Haven't had much time to host so will consider any feedback.

This looks pretty good. Having 2 +1 carrots instead of a full nrg makes this level have an interesting difference from most ctf levels. For duels, 2 is usually better than 1, too.

I think the top left corner is a problem in this level. Players can jump up there and camp. There's no real tactical reason to do this, but it can be used as an annoying stalling tactic. The ice powerup is also a bit interesting - thanks to JJ2+ it can actually do damage, but it requires a server setting.

Merlyn Jul 28, 2010 04:03 PM

Quote:

Originally Posted by EvilMike (Post 459400)
I think the top left corner is a problem in this level. Players can jump up there and camp. There's no real tactical reason to do this, but it can be used as an annoying stalling tactic. The ice powerup is also a bit interesting - thanks to JJ2+ it can actually do damage, but it requires a server setting.

Thanks Mike. The top-left corner is like that so the level meets Vivando's "MP Start Pos only" rule, but still allowed me to test in SP mode (Ctrl+R). I should have fixed it before I submitted...

Each side gets one extra power-up for starters (Ice or Blaster) but there's no generator on them, so they're just a bonus to kick the game off. JJ2+ should really be used so they're of equal benefit, but it's not that important I think.

EvilMike Jul 28, 2010 04:42 PM

Quote:

Originally Posted by Merlyn (Post 459408)
Each side gets one extra power-up for starters (Ice or Blaster) but there's no generator on them, so they're just a bonus to kick the game off. JJ2+ should really be used so they're of equal benefit, but it's not that important I think.

Oh there's no generator on them? You should probably give them one. There are a number of reasons for this: for one, blaster powerup does 2 damage and has infinite ammo, while ice will only do 1 damage (the powerup just increases its range). So, whoever gets the blaster is at an advantage.

But secondly, non-regenerating powerups don't really work when considering how most people play. Usually people start off games by collecting all the powerups and then returning to the bases, before the countdown begins. I don't know why people do this (I prefer to just start off normally), but this won't really work with nonregenerating powerups - the players will start unevenly, when the idea is for both of them to be equal.

Merlyn Jul 28, 2010 05:40 PM

Admittedly it's not balanced. I am considering changing it to both Ice powerups (still with no generator though }>)

cooba Jul 29, 2010 01:37 AM

Merlyn: Your problem with SP start positions has an easy, elegant fix.

Merlyn Jul 29, 2010 02:11 AM

Quote:

Originally Posted by cooba (Post 459413)
easy, elegant fix

Being the sort of JCSer that releases a level once every 8 years, I'd prefer not to put a warp target in that's not part of the "real" level. I'll only forget what it's for :p. You're right though, that is a nice solution. I've uploaded a fix.

cooba Jul 29, 2010 02:19 AM

Quote:

Originally Posted by Merlyn (Post 459414)
I'd prefer not to put a warp target in that's not part of the "real" level.

You could just use the already working warp target ;)

Merlyn Jul 29, 2010 02:57 AM

Quote:

Originally Posted by cooba (Post 459415)
You could just use the already working warp target ;)

Stop making me look silly :mad:.

cooba Jul 29, 2010 03:39 AM

Not my intention! :(

Merlyn Jul 29, 2010 04:14 AM

:p Like I said when you've been away for so long you forget these things...

Now where are my slippers?!?!!

NekoMithos Jul 30, 2010 08:13 PM

Okay, i've made a level for the level contest. It's in the Deep and Deeper level pack by me, the second map, called Subterranean Apocalypse.It's here:http://www.jazz2online.com/downloads...er-level-pack/ Anyway, it's time for me to leave on a vacation. I'll check this regularly so i can know how the tourney is going. Bye!

Vegito Jul 31, 2010 12:30 AM

gg. Write that at 5:13AM right before getting in the car to drive ;-)
Also... wtf.. driving at black saturday?? (-)(-)(-)(-)

Superjazz Aug 1, 2010 01:45 PM

Well, I am back, and so is the contest. The first part of the contest has now ended and no more entries are accepted. The last entry was submitted only 40 minutes before the deadline by DarkSonic! Also Robee's entry was technically uploaded in time, via PM, because the J2O's upload-function wasn't working back then, so he just uploaded it there afterwards due to my request(to ease my task.)

And so, a total of 13 entries were submitted, which is mighty impressive. Much, much more than I could have even optimistically expected, so very GJ people. Due to that I will let at least 4 maps to qualify. Also I'm going to decide about judges soon, probably tomorrow. Once I've got contact to each, we'll start our job shortly. You may expect the results to be uploaded within the next week.

Superjazz Aug 5, 2010 09:47 AM

RESULTS
 
The contest results are finally here, after a few days of waiting. As I mentioned earlier, I'd let the four best levels the access to the final tournament mappool due to the unexpectedly high amount of entries. The assistant judges were PurpleJazz, FireSworD, and Vegito, who were the only ones to sign up officially, but also met the standards. That way we had a team of experienced JCSer(FS), an experienced player(Veg), and a mix of both(PJ.) We worked with a simple average rating-system, using J2O's usual rating-methods and numbers. We had a careful preview on each level, as well we tested the levels with short duels. That way we made up our mind, and everyone gave each level a personal rating number. The average rating of us four then decided the order. Of course we described each level with positive and negative points to support our ratings, and also to give those who were left outside top-4 some feedback to improve themselves. Now, the winner(s) are:

(Average ratings in brackets)

1st Place: Minimal Duel by Snooze (8.425)

+
• Pretty much an ideal duel-level. Tactical, low camp-factor.
• Easy to learn. Hard to master. Works for any average player.
• Has several useful tricks.
• Looks good and inspiring, although nothing impressively original. Doesn’t confuse the eye.
• Balanced, symmetrical. Well placed carrots.

-
• PepperSpray isn’t very useful here, since there is RF anyway.
• Could have been more open. A bit tunnely.

2nd Place: Wicked Wood by FawFuL (8.2)

+
• Pleasant atmosphere, looks inspiring.
• Tactical carrot placement, lots of freedom and choice.
• Has a high trick-factor.
• Overall wise level designing and useful warps.
• Is well balanced, despite being non-symmetrical.

-
• Has a few redundant areas.
• Some spots are slightly too open.

3rd Place: Employee of the Month by EvilMike (8.075)

+
• Fast-paced level involving several useful tricks. Duel-focused.
• Easy to learn, yet hard to master.
• Simple, but cool and innovative gameplay.
• Original carrot-concept.

-
• PowerUps could be divided better into the level, rather than being all on top of the level.
• A player can pick all the PowerUps in under 3 seconds.
• The level can be very frustrating and evil for a less experienced player.
• Doesn’t give the player much of choice nor freedom. Makes player very dependant on tricks.

4th Place: Light Point by DarkSonic (7.7)

+
• Looks appealing, bright, and colourful, considering the monochromic tileset. Not too confusing.
• Solid and simple layout.
• Aside from the few annoying tubes, there is a good and easy flow.
• Well thought-out carrots. Enough of both horizontal and vertical diversity.

-
• Gameplay is slightly too focused to the bottom-level.
• Not very interesting ammo-concept. Ebs aren’t very useful here.
• The PowerUps can be deadly traps, pretty much literal dead ends.
• Not very useful top-left/right corners.




5th Place: Sterile CTF by stripe (7.525)

+
• Very original in all aspects.
• Excellent use of a self-made tileset-edit.
• Gives players much freedom.

-
• A bit overly complex for dueling.
• A bit distracting ‘bubbles’ in the middle of the level.
• Hard to learn. Might be also too big for dueling.

6th Place: Abandoned Park by Jake (7.425)

+
• Good atmosphere for dueling in overall.
• Has a fair trick-factor.
• Well thought-out tubes and warps.
• Coins/pickups and tubes seem to make a fine eyecandy around the level, although there could be more.

-
• Very middle-concentrated gameplay.
• Campy. Hectic around carrot. There could be more Eb-ammo.
• The flow takes a bit time to get used to, at least.

7th Place: Desert Fight by Laro24 (7.275)

+
• Fairly easy to learn, despite the complexity of the design.
• Good ammo-variety and placement.
• Probably a working carrot-concept.

-
• Slightly red-biased.
• A bit too open, not too tunnely, though.
• Not really an interesting layout. Lacks flow as well.
• Possibly too big for duels. Feels more like a 2vs2 level.

8th Place: Shadowless Encounter by Sir Ementaler (6.975)

+
• Cool atmosphere, eyecandy and use of self-made tileset.
• Interesting base-placement, although that might as well turn out pretty annoying.

-
• A few irritating dead ends.
• The bottom-floor of the level seems to be quite redundant.
• A very campy carrot and middle-zone.
• Flow leaves more to be desired. Most players will probably bump into things a lot.
• Placing loose ammo all around the level wasn’t really necessary.

9th Place: Harlem by Robee (6.875)

+
• Much freedom to do anything.
• Suitable base-placement.
• Cool PowerUp-, and Carrot-concepts. Problem is that the Seeker PowerUp works only for the hosts, because of a bug with water. (The host can't see clients' diagonal shots underwater, thus can’t register the PU being taken. Thanks to Veg for pointing this out.)
• Otherwise could work for duels. Also contains a tactical warp to reduce camp-factor.

-
• Sort of imbalanced.
• Few dead ends, such as the coin-warp in case you forget the coins.
• A bit distracting layer 5-eyecandy, such as the tubes. Mediocre eyecandy.
• Slightly too platformy. More solidness would be appreciated. Not too good flow.

10th Place: Bridge with a big hole. by Ktos (6.775)

+
• Somewhat decent ec.
• Interesting and fairly original theme.

-
• Despite the original theme, it’s not executed very well. Where’s the “big” hole? For what purpose?
• Rather weird base placement. Not sure is the balance ok.
• A really campy Toaster-PU.
• Carrot-placement might not fit very well.
• Overall quite unconventional level.

11th Place: Space Shuttle Arena by TropiCCo (6.15)

+
• Suitable base placement and balance.
• Incredibly easy to learn.

-
• Far too open. Very chaotic gameplay.
• Excessively campy carrot and Seeker PowerUps
• Has a very low trick-factor.
• Has some very redundant areas.
• Gives player the “arena-feeling.” Not a major issue, but this could fit something like ODT better.

12th Place: Camelot by Merlyn (5.875)

+
• Easy to learn. Could have potential for fun duels.
• A fine carrot-placement. Fits.

-
• Lacks both RF and EB-ammo. Both could be very useful.
• Rather useless top of the level aside from reaching Seeker PU. Only seems to be a place to hide.
• Blue-biased. Basements are also very painful dead ends.
• Oldschool level. Lacks eyecandy. Bland for a 2010-level. A few tilebugs.
• Limited, too easy to master. Low trick-factor.
• Overall would have been a much better duel-level if it had more variety of ammo and it was less campy.

13th Place: Subterranean Apocalypse by NekoMithos (5.5)

+
• Decent, surrealistic eyecandy. Not very original though.
• Partly interesting level designing.
• Mainly good flow and easy to navigate.

-
• Horrible base placement. Obvious dead ends. Also, why the triggers doors?
• The top of the level feels squared-off, unrealistic.
• Weird and random pits. Why is there one at the top of the level? On a loose platform?
• High camp-factor, not much tricks to do. Simplistic.
• The minor carrots could have been placed better. Picking them requires a visit in base.



Also a few final notes for everyone; In the tourney-rules I clearly stated that the levels must be 1.23-compatible. At least Laro's level seemed to be TSF only. I forgot were there any others. I also adviced to make levels have as few camping-spots as possible, but some levels just seemed to be having more than easy to control-parts. Some levels had very deadly dead ends if a player got in there, while I stated to avoid them. But still, I am satisfied how people still saw the effort to make their levels at least decent-looking and mostly practical even. The main focus was still the gameplay-part, so of course we commented more on that.

snzspeed Aug 5, 2010 09:54 AM

I am surprised. :O

Lithium Aug 5, 2010 10:02 AM

Oh no,The Order will kill us because they didn't win! :eek:

FawFul Aug 5, 2010 10:04 AM

Now how the hell i came on the second place instead of last :D.

Vegito Aug 5, 2010 11:08 AM

Your level had a lot of tricky places and such, it was fun to play in :).
Snooze's level was the perfect example of fun, actually. Easy to play in yet also tons of fun.. I and SJ actually dueled there till 5 since it was just a lot of fun


All times are GMT -8. The time now is 07:31 PM.

Powered by vBulletin® Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
JCF © 2001-Infinity Jazz2Online