Staredit Network > Forums > SC2 General Discussion > Topic: SEN StarCraft II Contest [November 2010]
SEN StarCraft II Contest [November 2010]
Nov 5 2010, 9:32 pm
By: DevliN
Pages: 1 2 3 >
 

Nov 5 2010, 9:32 pm DevliN Post #1

OVERWATCH STATUS GO





THEME

The theme for this mapping contest is ARCADE GAMES. That's right, you can make your own arcade-style game. Come up with something fun and simple or create something complex and seemingly never-ending! If you're out of ideas, you could elaborate on a small minigame, redesign a known arcade game, or even ripoff PopCap and turn one of their masterpieces into a StarCraft 2 map (at a penalty, you dirty plagiarizer).


JUDGING

Theme: 10
Does your map follow the theme? It is a pretty easy theme to follow so this should be a free 10 points. Any map getting zero in this category will not be judged any further. Seriously.

Professionalism: 15
How well is the map made? Does it have glitches? Does it flow well? How does the terrain look? Is all the text spell checked? If there is a custom UI, does it look slick or is it disheveled?

Fun: 15
Will I play this map again? Was it too buggy that I couldn’t play it at all? This will be a big factor in deciding the winner, especially with a theme like this.

Originality: 10
Is this original? Am I going to wish I had come up with the idea, first? Did you really copy a PopCap game?

Total: 50 points


RULES
  • The map must be submitted by November 30th, at 11:59:59 PM Pacific time (PST). They can either be posted here, PMed to me, or hosted at the SEN Database.
  • Any map size is allowed.
  • The map must not have been started before the contest.
  • You may submit as many copies of the map as you want. Only the last one received will be judged.
  • No stolen maps.
  • No editing someone else's map. The map must have been made by you, and you alone.
  • Team projects must consist of two people maximum. Prizes will be split amongst both team members.


REWARDS

First Place: 200 minerals, 4 Contest Points
Second Place: 150 minerals, 3 Contest Points
Third Place: 100 minerals, 2 Contest Points


WINNERS

The combined scores for this contest are below. We only had two entries, and both were fantastic. Congratulations to both Roy and aalleecc248 for their work.

Zealot Defense by aalleecc248
Theme: 10/10
Professionalism: 13/15
Fun: 12/15
Originality: 8/10
Total: 43/50
Download Here

Eel by Roy
Theme: 10/10
Professionalism: 10/15
Fun: 8/15
Originality: 6/10
Total: 34/50
Download Here


Post has been edited 1 time(s), last time on Dec 16 2010, 9:36 pm by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 5 2010, 10:25 pm Devourer Post #2

Hello

I guess I'll create a map :)



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Nov 5 2010, 11:57 pm NicholasBeige Post #3



Damn... this sounds like an awesome contest... can we not postpone it?

I mean, I am really busy IRL right now and will be for at least the next week and a half..

But the main reason is that Blizzard are gonna allow 'Mouse Location' Tracking in patch 1.2 (they said so at BlizzCon.. unless it was just a Con)... And, well, mouse location tracking would make this contest awesomes...

Please can we do this contest later? Then I'll be in it for sure.. right now, I don't have time :(



None.

Nov 6 2010, 12:20 am DevliN Post #4

OVERWATCH STATUS GO

Nope, this is the one for November. We also have another lined up for December.

EDIT:
We will have more similar to this in the future as well, don't worry.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 6 2010, 1:42 am payne Post #5

:payne:

I'll join, but I ain't ensuring I'll submit something.

EDIT: Oh God, I so have my idea for this! >:D
I wish we could detect mouse's position or have a lagless WASD system... I'll have to find a work-around.

EDIT: Arcade games can be multiplayer, right?



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Nov 6 2010, 1:45 am Devourer Post #6

Hello

Certainly, multiplayer is allowed.



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Nov 6 2010, 1:48 am payne Post #7

:payne:

Who'll be the judges?
I'd have to make sure to adapt the maximum number of players to the number of judges. :P



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Nov 6 2010, 3:05 am Biophysicist Post #8



I guess I'll try.



None.

Nov 6 2010, 4:44 am DevliN Post #9

OVERWATCH STATUS GO

Devourer and I are the only judges for now. If the maps require a minimum number of players (like 2+), I can get a friend to help me test on the NA servers.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 6 2010, 10:28 am Devourer Post #10

Hello

I'll judge only if I do not have a map idea, so don't count on me that much, though if you need I can help judging without submitting.



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Nov 6 2010, 10:58 am NicholasBeige Post #11



Meh. I guess I'll be sitting this one out... and knowing my luck when the next contest of this type comes around I will have gotten bored and started my Arcade project anyways! :)

hf gl :)



None.

Nov 6 2010, 9:01 pm Biophysicist Post #12



Oh, a clear definition of an "arcade game" might be a good idea.



None.

Nov 7 2010, 6:07 am Sand Wraith Post #13

she*

Can I recycle some code I used for my Shooter Map I made a while back? I would like to use the movement systems I implemented.

E.g. as it is, I could copy over a few of the WAsD triggers, and the bullets would move/behave the same as previously designed.




Nov 7 2010, 6:18 am payne Post #14

:payne:

Quote from Sand Wraith
Can I recycle some code I used for my Shooter Map I made a while back? I would like to use the movement systems I implemented.

E.g. as it is, I could copy over a few of the WAsD triggers, and the bullets would move/behave the same as previously designed.
Looks pretty fair to me. ;o



None.

Nov 7 2010, 7:39 pm Cheese Post #15



Would a creative defense map count towards the theme?



None.

Nov 8 2010, 1:52 am DevliN Post #16

OVERWATCH STATUS GO

Well to clarify, "Arcade Games" in this case is supposed to represent arcade-style games like Pacman, Gallaga, Asteroids, etc. Ideally it would have levels that increase in difficulty, and you play for points against people. I used PopCap games as an example in the OP because pretty much everything they do fits this genre. A defense game certainly fits this ideal, so I suppose I will allow that. It better be extremely original though. :P

Also the Wikipedia definition is as follows:
Quote from Wikipedia
Arcade games often have very short levels, simple and intuitive control schemes, and rapidly increasing difficulty. This is due to the environment of the Arcade, where the player is essentially renting the game for as long as their in-game avatar can stay alive (or until they run out of tokens).
Games on consoles or PCs can be referred to as "arcade games" if they share these qualities or are direct ports of arcade titles. Many independent developers are now producing games in the arcade genre that are designed specifically for use on the Internet. These games are usually designed with Flash/Java/DHTML and run directly in web-browsers.




\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 11 2010, 2:03 am payne Post #17

:payne:

How are competitors going? :shifty:
I personally had forgotten about this contest. Gonna try to pull out the basics of the map tonight. :O



None.

Nov 11 2010, 2:13 am DevliN Post #18

OVERWATCH STATUS GO

You still have 3 weeks until the deadline. :P



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 17 2010, 12:55 am Echo Post #19



I might try out in this contest. I'm thinking of remaking a map I made with someone from SC1.



None.

Nov 17 2010, 1:49 am payne Post #20

:payne:

I swear to god if I finish my project, it better win this contest. >:O
... but just to be sure: a Brick Breaker -is- an Arcade game right?

And ain't there some criteria for the complexity behind the map's production? The stuff it could bring to the community itself. :O
(Not sayin' my map is that complex, it's just me that's noob. :P)



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[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
Please log in to shout.


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