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Score and MyLevel

Posted: 14 Jun 2009, 23:38
by Creavion
I would like to know how the the maps will be scored?
For example: 5 % for Story, 30 % for Lighting, 20 % for Geometry etc

and should we use now for the love of god seperate files or should we mylevel custom content? (I ask because Unreal 1 does not have any MyLevel support AFAIK).

Posted: 14 Jun 2009, 23:44
by Hellscrag
Creavion wrote:I would like to know how the the maps will be scored?
For example: 5 % for Story, 30 % for Lighting, 20 % for Geometry etc

and should we use now for the love of god seperate files or should we mylevel custom content? (I ask because Unreal 1 does not have any MyLevel support AFAIK).


The draft rules currently state that maps will be given a score out of 10, with reference to the criteria in the UnrealSP.Org schema as "broad determinants of quality" (i.e. not a full and detailed schema review). That was just something I thought up on the spot, but it would have some advantages as it would allow the individual judges to put their own spin on it. For example, UB would probably focus on gameplay whereas I would tend to focus more on CG and Story.

From the old thread:

Hellscrag wrote:
Creavion wrote:One question: If are using any custom content.. whats better, include that into a seperate package or should we mylevel that stuff?


Use your judgement, based on how much of the additional stuff you are using.


Hellscrag wrote:
Creavion wrote:I thought of compatibility of Unreal. AFAIK previous unreal 1 versions does not support MyLevel?


Sorry, I don't know the answer to that. If that's the case, though, then just include the relevant packages in your zip.

Posted: 14 Jun 2009, 23:50
by Creavion
Ok. :)

Posted: 14 Jun 2009, 23:51
by Hellscrag
Creavion wrote:Ok. :)


Please continue asking questions if you have any. It's worth having these discussions. Any answers from me will have to wait until tomorrow evening, though, as I'm about to go offline after this strange spurt of activity. :)

Posted: 14 Jun 2009, 23:53
by Frieza
I'm planning to use the stationary machine gun from Xidia, would that be allowed?

Posted: 14 Jun 2009, 23:58
by Hellscrag
Frieza wrote:I'm planning to use the stationary machine gun from Xidia, would that be allowed?


Do you have access to the sources, and are you able to create a separate download for it?

Alternatively, how large is the relevant Xidia code file, and would Prophet be OK with you including it?

Posted: 15 Jun 2009, 00:39
by Frieza
I'm mistaken, I meant the turret from Infiltration (isn't that the one used in Xidia anyways?) The package containing the machine gun is InfAdds.u and is only 540 kb. I could upload it.

Posted: 15 Jun 2009, 01:01
by UB_
It is the one used in Xidia and STR.

Posted: 15 Jun 2009, 05:12
by Mister_Prophet
It's not mine, so credit goes to Infiltration.

Frieza, just make sure you configure them right. They can be twitchy :)

Posted: 15 Jun 2009, 13:16
by UB_
Mister_Prophet wrote:Frieza, just make sure you configure them right. They can be twitchy :)


Jones in STR: "F'ing hell, my hands slipped from the turret. Again".

Posted: 15 Jun 2009, 18:05
by Hellscrag
Frieza wrote:I'm mistaken, I meant the turret from Infiltration (isn't that the one used in Xidia anyways?) The package containing the machine gun is InfAdds.u and is only 540 kb. I could upload it.


If you could upload it, that'd be good. :tup:

Posted: 15 Jun 2009, 22:16
by Mister_Prophet
Infadds should already be a separate download somewhere. That's how I got it.

Posted: 16 Jun 2009, 00:07
by UB_
http://files.filefront.com/Inf+M2+turre ... einfo.html

The Xidia one is a lil bigger though.

Posted: 16 Jun 2009, 00:30
by Mister_Prophet
It is? That's odd. I used the same version I downloaded for my first map release (DM-UrbanDistortion) and used the same script with everything that had the turret after that (Xidia, STR).