Mon May 10, 2010 6:42 pm by C. Bob
The idea of trying to make smaller-scaled versions of the standard maps occurred to me, sometime during this contest's run. I find it an intriguing idea, and might look into trying my hand at it.
However, I'm not sure that, ideally, different versions should necessarily be largely identical, as you seem to suggest by your reference to Fractality. My soccer series scaled very similarly to Fractality, without any massive changes, and you don't see it getting any accolades (although, to be fair, they are soccer maps, so what should I expect). When I designed Hunt's larger versions, I had the idea that new strategic elements could be added in, that the players could take advantage of. In smaller maps, more things are automatically dealt with (like force field regen); in the larger maps, when you have more people to attend to them, I take away more of the automatic regeneration. Along the same lines, I add extra strategic elements, like the generating flags -- because while it isn't necessary, or necessarily desirable in the smallest maps, it can give the larger ones extra life.
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As far as the contest itself goes, all of you might be surprised to know that, originally, I planned on the Soccer maps being my only entry. I figured that making it easier to score would be enough of an innovation, and I was perhaps inspired to mediocrity by the original soccer map, which contains no objects -- I decided to make mine the same way. The characteristic graphical flaws are also all mine, and the sheer difficulty of doing anything in the center is another flaw I must regretfully take full credit for.
A while after that, with the contest looming closer on the horizon, I felt inspired by my old map "Stalking Grounds" to try my hand at making team Nexus maps for the tournament...and upon having done so, decided to make them my official entry, since, while they were, as I told _k, "probably not as good as the last batch", I didn't feel the Soccer maps were as innovative.
Obviously, making Hunt my main series was definitely the right choice, even if I didn't realize it at the time.
Finally, with the contest about to begin, I read K's post on how he wished there were more map entries, or words to that effect, and made up "Tag" to fill in the gap. I believe I had already seen Portaliteration at that point, so part of that series' idea, unfortunately, might've showed up in mine (which made me find Unknown's review of the two series strange, when taken into context -- Tag has basically the same conceit as Portaliteration, with its allusion to the larger levels, yet implemented in a less complete manner, and Tag gets praised and Portaliteration bashed?) Fortunately, Tag was not a contender.
Tag was based on another one of my levels, "Kill It", which it took the kills-for-points concept from. I'm willing to admit that, aside from that idea, it wasn't a great level series. I allude to the probable cause of this in my review -- the level series really was made in a time uncannily close to ten minutes. I spent probably half a hour, tops, getting them completely finished. With that sort of timeframe, you can't help but expect limited results.
Finally, one of the oddest parts of this contest was having to review my own levels, and try to maintain a relatively balanced perspective. I like to think I achieved this; I really did feel that Hunt was the best of the contest, and I feel that the other series also got a reasonably fair review. I am a fanboy for my team Nexus levels, though, so perhaps there was bias all the same -- I know I talked about them more than anyone else's levels, and I actually found myself writing sections in my review to defend my three-team map, when Unknown took it to be the third map instead of merely a bonus.
It was a good contest and exciting finish, even with a miserable tie. Congrats to all who entered.
BobBash: 2-0, W, 50%
BobBash II: 2-0, W, 71.4%
BobBash III: 2-0, W, 83.3%
Career: 68.4%