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Quake 4 Community Map Pak Contest

Posted: Thu Dec 21, 2006 6:27 am
by SyncError
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.

Posted: Thu Dec 21, 2006 7:06 am
by jayP.lq
sah-weeet!

hopefully we'll see some quality CTF maps in the mix :drool:

Posted: Thu Dec 21, 2006 6:27 pm
by axbaby
i think i will make my last stab at a quake4 map.

Posted: Thu Dec 21, 2006 9:35 pm
by GODLIKE
Nice! Good idea.

Posted: Fri Dec 22, 2006 1:13 pm
by assassin_x
Finally, i get to see something that doent involve me assassinating someone.

Posted: Thu Dec 28, 2006 10:12 am
by iluvquake4
If the community develops multiplayer bots, could be they be included in a PR? :icon31:

Posted: Thu Dec 28, 2006 1:56 pm
by MKJ
iluvquake4 wrote:If the community develops multiplayer bots, could be they be included in a PR? :icon31:
thats actually a good suggestion

Posted: Fri Dec 29, 2006 4:58 pm
by GODLIKE
Actually, I think if somebody did make bots that didn't suck (and weren't a pain to run from a user perspective), they'd probably get included in a PR or mod patch.. Rumour has it, there are bots-in-beta hiding in Q4Max somewhere.

Posted: Fri Dec 29, 2006 9:14 pm
by MKJ
GODLIKE wrote: (and weren't a pain to run from a user perspective),
:dork:

Posted: Fri Dec 29, 2006 9:22 pm
by GODLIKE
You know.. cos "sabot" was hard for some, with the AAS files, etc..

Posted: Fri Dec 29, 2006 9:53 pm
by dzjepp
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

Posted: Fri Dec 29, 2006 10:28 pm
by AnthonyJ
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.

Posted: Fri Dec 29, 2006 10:49 pm
by I cant spell u
GOODNESS

Posted: Fri Jan 05, 2007 7:08 pm
by SyncError
Updated with the answers to some of the more common questions.

Posted: Fri Jan 05, 2007 8:14 pm
by dzjepp
Is there any chance for deadline extensions depending on number of entires received etc?

Posted: Fri Jan 05, 2007 9:10 pm
by SyncError
dzjepp wrote:Is there any chance for deadline extensions depending on number of entires received etc?
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.

Posted: Fri Jan 05, 2007 10:24 pm
by Survivor
What exactly is meant by filesize efficiency?

Posted: Fri Jan 05, 2007 10:38 pm
by SyncError
Survivor wrote:What exactly is meant by filesize efficiency?
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.

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.

Posted: Fri Jan 05, 2007 11:06 pm
by Survivor
Thanks, there was some unclarity about that :)

Posted: Sat Jan 06, 2007 12:09 am
by dzjepp
Eh, who plays with 56k-dialup connections these days anyway.

Posted: Sat Jan 06, 2007 2:10 am
by SyncError
dzjepp wrote:Eh, who plays with 56k-dialup connections these days anyway.
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.

Posted: Sat Jan 06, 2007 2:49 am
by MKJ
150mb patch, UT style. rofl

Posted: Sat Jan 06, 2007 2:56 am
by SyncError
MKJ wrote:150mb patch, UT style. rofl
150mb + the rest of the patch...

Posted: Sat Jan 06, 2007 4:08 am
by dzjepp
Oh. I was under the impression that the mappack would be a seperate release, from the patch. =p

Posted: Sat Jan 06, 2007 4:35 am
by Scourge
Games and programs are getting much larger, so why get upset when patch sizes increase as well. These days 150 mb isn't really that much considering most people are on broadband now. I would dl it for the maps and etc.