Quake 4 Community Map Pak Contest
Quake 4 Community Map Pak Contest
id Software is pleased to announce that we are holding a Quake 4 mapping contest! Quake community mappers have shown amazing talent and innovation and we would like to recognize those talents and challenge them to show us what they can do.
Community Map Pak Contest
Prizes:
* Winning participants will have their map included in an official community map pak released by id.
Basic Rules:
* Maps must be submitted by their author and be of their own design.
* Maps may not use custom textures or models.
How are the maps being judged?
* Maps will be judged on their playability, performance, atmosphere, originality, technical quality, gametype flexibility and file size efficiency.
How many maps will be included?
* 8-12 maps will be selected, spanning multiple gametypes.
What gametypes does the Q4CMP seek to include?
* We are accepting submissions that include support for any of the following gametypes: 1v1, Team Deathmatch, CTF, Arena CTF and DeadZone.
I understand custom textures cannot be used, but what about custom materials and fx files?
* You may include custom script files such as fx and material files, but you may not include or reference custom textures, models or sound files.
How many entries am I allowed to submit?
* Submit as many as you like! We are accepting both existing community maps that have already been released as well as new creations.
What format should I submit the map?
* We prefer that maps be properly packaged with their .map, .proc, .cm, .def and loadscreen screenshot files, however can accept just the .map. The maps will be repackaged for both the voting process and final Community Pak.
Who will be judging the submissions?
* You! As the deadline draws near be on the lookout for an offiicial polling station near you.
Where do you send the maps?
* Map submissions should be emailed to: syncerror@idsoftware.com
Deadlines:
* The deadline for entries is January 31st.
===============
Stayed tuned to id Software for further information, rules and regulations on the Community Map Pak Project.
Community Map Pak Contest
Prizes:
* Winning participants will have their map included in an official community map pak released by id.
Basic Rules:
* Maps must be submitted by their author and be of their own design.
* Maps may not use custom textures or models.
How are the maps being judged?
* Maps will be judged on their playability, performance, atmosphere, originality, technical quality, gametype flexibility and file size efficiency.
How many maps will be included?
* 8-12 maps will be selected, spanning multiple gametypes.
What gametypes does the Q4CMP seek to include?
* We are accepting submissions that include support for any of the following gametypes: 1v1, Team Deathmatch, CTF, Arena CTF and DeadZone.
I understand custom textures cannot be used, but what about custom materials and fx files?
* You may include custom script files such as fx and material files, but you may not include or reference custom textures, models or sound files.
How many entries am I allowed to submit?
* Submit as many as you like! We are accepting both existing community maps that have already been released as well as new creations.
What format should I submit the map?
* We prefer that maps be properly packaged with their .map, .proc, .cm, .def and loadscreen screenshot files, however can accept just the .map. The maps will be repackaged for both the voting process and final Community Pak.
Who will be judging the submissions?
* You! As the deadline draws near be on the lookout for an offiicial polling station near you.
Where do you send the maps?
* Map submissions should be emailed to: syncerror@idsoftware.com
Deadlines:
* The deadline for entries is January 31st.
===============
Stayed tuned to id Software for further information, rules and regulations on the Community Map Pak Project.
Last edited by SyncError on Fri Jan 05, 2007 7:08 pm, edited 1 time in total.
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Isn't q4max going to have bots in an upcoming release?
Oh and I finally bought this game rofl now that I can play it half-decently on my lappy. It had all the old stickers slapped on top of each other, marked down from 59, 49, 39, 29, and finally 14.99 :icon32:
Bring on the bots I say, mebbe I can have some good fun with this
Oh and I finally bought this game rofl now that I can play it half-decently on my lappy. It had all the old stickers slapped on top of each other, marked down from 59, 49, 39, 29, and finally 14.99 :icon32:
Bring on the bots I say, mebbe I can have some good fun with this
I gave some details on how to add bots in this thread. Note however that its far off complete, and doesnt meet the "easy to use" criteria yet, and certainly not "half decent", as there are some key parts of the AI still to be written which means they seem pretty dumb.
Probably not. Once the deadline hits the submissions will be packaged into a single pak for the community to download, play the maps and vote on the submissions. There is also an organization holding a tournament with the CMP submission pak to help play test the maps... so extending the deadline could cause complications.dzjepp wrote:Is there any chance for deadline extensions depending on number of entires received etc?
Lets say we are going to accept 6 1v1 maps into the pak. The first 5 maps are clearly decided but there are two maps in the running for the 6th spot. Both are beautiful maps, both have received nearly equal amount of votes from the community polls, but one weighs in at 3mb and the other weighs in at 13mb -- we are going to go with the 3mb map so that the map pak is not unnecessarily large in file size.Survivor wrote:What exactly is meant by filesize efficiency?
Its bang for your buck. But it will not be a high priority, just more of a low priority guideline that we wanted to make clear if it comes down to that.
If we have 12 maps that are 3mb each, that adds 36mb to our patch. If each map is 10-15mb that adds 150mb to our patch. That is a huge difference and matters. But as I said, judging a map on its filesize is more of a last resort than a primary concern.dzjepp wrote:Eh, who plays with 56k-dialup connections these days anyway.