Post by redangel121 on Feb 17, 2015 23:40:48 GMT -5
WOW! 26 mappers! This is going to take some time to work out. How do you all think we are going to get it done? I have already heard some great ideas about splitting up the maps in different ways to different judges. The selfish me still wants to judge all the maps submitted tho. Anyone have any really good ideas on how we are going to get this done? And are we still limited to one week to judge all the maps?
Post by NIN-Kitsune on Feb 18, 2015 1:07:40 GMT -5
Considering the extraordinary number of mappers which was a complete surprise, I think it would be worth to make an extension of the judgement period to ensure quality judgement of quality maps, it was completely unforeseen how much activity has occurred! I'm glad to see Quake 2's glory days are continuing strong thanks to all who continue to dedicate such tireless effort! This is the big ten in terms of the contests, nothing should be done hastily, but thoroughly to ensure it's truly the best mapping event yet!
To streamline the rating process I recently had someone suggest the following procedure. Feel free to openly share your opinions and impressions. Also if you can come up with your own speed checklist please feel free to share it. I'm willing to listen to all creative suggestions because indeed we have quite a task ahead of us
There are some interesting challenges associated with rating that many maps. I think the judges need to ask themselves how to easily separate the average from the really good.
Here's how I think one can rate 26+ maps fairly and quickly. Since every judge, mapper, and player has his own taste, to simplify things grab two pieces of paper.
On one write YES, and the other NO. When you have received all maps, unpack them all, and start by walking through each map.
Step 1 First thing to ask: Do you like this map, and its overall style and layout? If YES write down the map name on the YES paper, and if NO on the NO paper. Yes is 10 points, No is 5 points.
Step 2 Now go through the maps on the YES paper. This time walk through each map asking: How impressive is the level design here? Write down a score between 5 and 10. Now do the same for the No paper.
Once you've done this, you've quickly narrowed down the maps based on your personal tastes and according to first impressions. And now that your personal bias is recorded it should be easier for your mind to let go of it, so you can begin rating the maps according to the systematic checklist below. Note that overall the first impression maps can still lose out to the ratings from the generic checklist, and the above exercise is mostly to help clear your mind of the bias so you can rate more fairly. Now onto the checklist:
1) death match suitability? 2) use of texture choice, contrast, colors? 3) is there sound? if water or lava is present? how suitable is it? 4) how well is the sky matched to the map theme? is it custom? 5) how well can players get around? do they get stuck anywhere? 6) are the hallways and arenas roomy enough? can you get claustrophobic? are the ceilings too low? 7) did a lot of thought go into interesting Lighting and Shadows? notably in main areas? 8) to help the player get around faster, and to maintain steady FPM, are there any jump pads, lifts, teleporters? 9) are the textures scaled properly, and do they fit the area? do they align with map elements? 10) are the textures neat and clean? not washed out? 11) is there anything odd about the floors or ceilings that could negatively impact the game play or esthetics? 12) How fast is the game play, does the map lend itself to fun action? 13) are there enough weapons, ammo, health? 14) R_speed check
Post by MaRiNe [Q2C] on Mar 12, 2015 6:33:30 GMT -5
I wouldn't have a problem judging 26+ maps and I would like to be able to give a rating to them all (as opposed to splitting judges up or anything like that), but if push comes to shove and we're having trouble, I vote for extending the deadline a little bit for all the maps to be judged.