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-   -   MAKE A LEVEL CONTEST (http://www.jazz2online.com/jcf/showthread.php?t=18376)

Ragnarok! Aug 8, 2009 11:42 AM

MAKE A LEVEL CONTEST
 
Hi guys, I wanna do a contest now. This is random as hell, and there already like 50 ongoing contests. I want duel levels. I won't put a specific size boundary, it's up to you to decide on a size on the level that is suited to duels.

Specifically:
1) BATTLE LEVELS
2) DUEL SIZED (but not too small)
3) GOOD GAMEPLAY
4) LOW CAMP-FACTOR
5) FUN TO PLAY (ya I'll test it by duelling several times each map)

I'd rather you avoided using warps or pits or basing the level on eyecandy. I'm after gameplay, and I'll likely ignore levels that are totally theme based, unless it's gameplay theme. In fact, make your level just look good enough to play in, and honestly, that just means no tilebugs.

If you want a prize, next JDC I will use the best levels in ODT events.

Oh and a deadline; I'll give you two weeks from now. 22/8/09.

PurpleJazz Aug 8, 2009 12:04 PM

I'm in. :D

Superjazz Aug 9, 2009 01:21 AM

Am I allowed to enter both PJ's contest and this one with the same entry? :D

Ragnarok! Aug 9, 2009 04:53 AM

Err since our criterias are totally different, I don't mind if PJ doesn't.

PurpleJazz Aug 9, 2009 05:04 AM

I'm fine with that too, as I don't really mind what the gameplay is like, what I'm after is looks. :P So basically, it would just mean your level gets looked at in a different area for each contest.

FawFul Aug 23, 2009 06:59 AM

funny that most old gameplay based levels (which get still overplayed) mostly have high camp factors?

Ragnarok! Aug 23, 2009 07:31 AM

Funny that you call them gameplay levels

FawFul Aug 23, 2009 12:52 PM

i'm telling they are gameplay based, and those people really don't overplay them because of their team or eyecandy. >)

FireSworD Aug 23, 2009 10:50 PM

Let's not jump to conclusions. Although popular levels do have a high camp factor it does not mean a level can't be fun without it, or at least not as much of it. I've enjoyed levels where I didn't have to camp so much. I admit I designed some of my levels in the past to involve quite a bit of camping seeing as how levels became popular if players could camp a lot and control the level easily (ie distopia and dw etc). Yeah, I occasionally enjoy exploiting levels every now and then, but I think levels should maintain a sort of balance between controlling the level and losing control. When I play duels recently it's very easy to give up strong leads and lose, since it's all about who gains control and (could) never give it back. It really depends on the player though.

Personally, I'm glad Rag started a contest for duel sized levels that should be designed with low camp factor.

Ragnarok! Aug 24, 2009 04:17 AM

One entry!

P.S. Deadline is now equal to PJ's.

PurpleJazz Aug 25, 2009 11:16 PM

Two entries!


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