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Wild West Contest RESULTS

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Quartz

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Post Wed Mar 20, 2013 10:38 pm

Wild West Contest RESULTS

Congrats to kaen on his winning map Ricochet!

Thanks to everyone for participating.

Bar Fight - Bitmatch - Quartz

Bebop - Rabbit (levelgen) - kaen

Desperados - Nexus - Little_Apple

Honky Tonk Massacre - Bitmatch - Little_Apple

Ricochet - CTF (levelgen) - kaen

Snakes vs. Boots - Bitmatch - footloose

Space Cowboys - Rabbit - bobdaduck

This Ain't No Wild West! - Bitmatch - sky_lark

The Wild retrieve - Retrieve - Santiago ZAP

Viva la muerte - Retrieve - Little_Apple

Wildest West of all the Wests - Bitmatch - sky_lark

Below a zip file of the levels, and here is the minefield levelgen that should be saved as "minefield.lua"
  Code:
-- minefield.lua [interval] [min_mines] [max_mines] [mine_zones]
-- interval - time in milliseconds between mine spawns
-- min/max_mines - inclusive bounds for the number of mines to spawn
-- mine_zones - a table (array) of ids of zones which are minefields
--
-- interval and min/max mines are processed using 'evaluate' below for each
-- invocation of mineEvent. This allows you to express these values in terms of
-- 't', which is the number of milliseconds since the level was loaded. For
-- instance, "minefield.lua 1000 1 1+t/1000" will spawn upto as many mines as
-- the number of full seconds since the level was loaded

START_TIME = getMachineTime()

-- find the value of the string at time t
function evaluate(str)
    return loadstring("t = " .. (getMachineTime() - START_TIME) .. " ; return " .. str)()
end

-- pick a random point within extents
function randomPoint(extents)
    return point.new(math.random(extents.minX, extents.maxX), math.random(extents.minY, extents.maxY))
end

-- return a well-labeled table of extents
function getExtents(zone)
    minX, minY, maxX, maxY = math.huge, math.huge, -math.huge, -math.huge
    for index, p in pairs(zone:getGeom()) do
        minX = math.min(minX, p.x)
        minY = math.min(minY, p.y)
        maxX = math.max(maxX, p.x)
        maxY = math.max(maxY, p.y)
    end
    extents = {}
    extents.minX = minX
    extents.maxX = maxX
    extents.minY = minY
    extents.maxY = maxY
    return extents
end

-- lay some mines in the minefields
function layMines()
    -- for each minefield
    for index, id in pairs(MINE_FIELDS) do
        -- lay between min and max mines
        for i = 1, math.random(MINE_MIN, evaluate(MINE_MAX)) do
            mineField = levelgen:findObjectById(id)
            -- only if the minefield exists
            if mineField ~= nil then
                p = randomPoint(getExtents(mineField))
                mine = Mine.new(p)
                levelgen:addItem(mine)
            end
        end
    end
end

function mineEvent()
    layMines()
    Timer:scheduleOnce(mineEvent, math.max(100, evaluate(MINE_INTERVAL)))
end

MINE_INTERVAL = 10000
MINE_MIN = 1
MINE_MAX = 3
MINE_FIELDS = {1, 2, 3}

function main()
    MINE_INTERVAL = arg[1] or MINE_INTERVAL
    MINE_MIN = arg[2] or MINE_MIN
    MINE_MAX = arg[3] or MINE_MAX
    MINE_FIELDS = loadstring("return " .. (arg[4] or "false"))() or MINE_FIELDS

    mineEvent()
end
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Last edited by Quartz on Thu Mar 21, 2013 12:35 am, edited 4 times in total.
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bobdaduck

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Post Wed Mar 20, 2013 10:40 pm

Re: Wild West Contest RESULTS

REALLY SKY.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
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Quartz

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Post Wed Mar 20, 2013 10:47 pm

Re: Wild West Contest RESULTS

Yeah sky was a thorn in my spine this contest.

"Yeah so I made this joke map. Here you go. I'll be submitting another map."
okay cool bro, hah, very funny
"Oh whoops I totally lost focus on that other map so ummm ... here's another joke map."
son of a -
"Oh whoops I voted for the wrong thing. Can you open vote changing for me?"
FFFFFFFFFFFFFFFFFFFFFFFFF

------

Yeah so. Someone else host another level contest.
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kaen

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Post Wed Mar 20, 2013 10:56 pm

Re: Wild West Contest RESULTS

Thanks everyone for participating and voting.

Next one should be Victorian England. Top hats and monocles everywhere.
bobdaduck wrote:Next, the moon!

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Quartz

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Post Wed Mar 20, 2013 11:00 pm

Re: Wild West Contest RESULTS

kaen wrote:Thanks everyone for participating and voting.

Next one should be Victorian England. Top hats and monocles everywhere.

I'm not sure if I'm not supposed to say this just yet, but the ideas of "big maps" and "science fiction" are floating around a bit.

------

Also, just uploaded the maps to the original post.
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Post Thu Mar 21, 2013 12:09 am

Re: Wild West Contest RESULTS

Badge awarded!

Congrats kaen!
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bobdaduck

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Post Thu Mar 21, 2013 12:10 am

Re: Wild West Contest RESULTS

Minus the levelgens.

.Zip files kill levelgens.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
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Quartz

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Post Thu Mar 21, 2013 12:35 am

Re: Wild West Contest RESULTS

bobdaduck wrote:Minus the levelgens.

.Zip files kill levelgens.

kthx. now it's in the post
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sky_lark

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Post Thu Mar 21, 2013 8:35 am

Re: Wild West Contest RESULTS

Congrats kaen! I'm still not sure how Richochet related to the wild west, but it was a good map. ;) This is probably the ideal outcome anyway, it sure would've been awkward if Quartz had won his own contest haha.

@bobdaduck YES REALLY. In my defense, I attempted to create a contest map, and it looked really awesome, but then I realized it had nothing to do with the wild west. So after weeping for an hour :cry: I decided to submit another silly map.

Props to everyone who actually followed the theme. ;) You're winners in my book.
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Quartz

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Post Thu Mar 21, 2013 9:26 am

Re: Wild West Contest RESULTS

sky_lark wrote:Congrats kaen! I'm still not sure how Richochet related to the wild west, but it was a good map. ;) This is probably the ideal outcome anyway, it sure would've been awkward if Quartz had won his own contest haha.

It was loosely related to the Wild West, but yes, Ricochet was the weakest thematically. It plays good, though I'm still not a fan; it's a pretty basic CTF map. Is it solid? Absolutely, it's a good map. But it's been done a million times. The minefield, however, is awesome, so I'll just pretend kaen won for the minefield and be happy for him.
And lol yes, for a time I was wondering if I would actually win my own contest. Which, while winning would be cool, ummm yeah that would look a bit rigged and it would be kind of messed up.
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kaen

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Post Thu Mar 21, 2013 11:34 am

Re: Wild West Contest RESULTS

sky_lark wrote: I'm still not sure how Richochet related to the wild west, ...


Quartz got a lengthy PM about this, but I'll give you the short version:

Quartz wrote:But keep in mind, you have many ways of going about representing this theme. ... You can represent the theme through gameplay, art style, both, or anything in-between.


Bebop was art style while Ricochet was gameplay (think about all the ricochet sound clips in Wild West movie shootouts).
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Quartz

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Post Thu Mar 21, 2013 12:37 pm

Re: Wild West Contest RESULTS

I liked Bebop. It's funny, because I looked at it initially and went "this is cool but will play like crap." I was wrong, with a lot of players it was great. I think Rabbit is overall a pretty awful gametype but that map pleasantly surprised me as it played darn good for a Rabbit map. Plus, your minefield script goes with the Rabbit gametype like milk and cookies. If you wanted to make the map even more sinister, you could make the Flag Return Timer really really short. ;)

It's amusing. I remember writing up that "you can represent the theme" part and thinking "man, someone is gonna make a bomb map where it's innovative AND artsy and it's going to totally win." And the only map that actually went for both gameplay AND art style was Space Cowboys. Space Cowboys was easily the underdog of this contest as it was very thematic both through its gameplay and art and yet it failed to attract many votes.

The reason I didn't vote for it: The execution was mediocre. The way the jail cell worked, while clever, was annoying as hell. The "tumble weeds" spawned far, far too fast, and then all the hostile projectors on the doors were a real pain in the ass too. I was going to vote for it until I played it a fair bit and discovered it just wasn't that fun. Those problems could all be fixed rather easily, so here's hoping it gets an update and ends up being pretty badass!

As far as humorous maps go: I was actually most amused by Snakes vs. Boots, no offense sky_lark. It was really silly humor, and I thought it actually played half way decently besides. ...Except that Boots didn't get a Loadout Zone. *bitter*

Oh yeah, and with my map? I made sure to make it first, before I got ANY submissions. I didn't want to get inspiration and ideas from looking at others' maps; that would essentially be a rather passive form of cheating. I got an idea for another map, but it was only after I saw "The wild retrieve" (the idea involved cacti) soooooo yeah I went the honest route and didn't make it.

------
So my personal reflections on this contest would be ...

    Things I enjoyed:
  • Helping out the community.
  • Getting people to make more maps! =D
  • Making Bar Fight. That was a blast.
  • Playing the map Viva La Muerte.
  • kaen's minefield script.
  • Laughing my ass off at Snakes vs. Boots.

    Things I disliked:
  • The theme. Tbh I should've made a better theme.
  • Seeing Honky Tonk Massacre and going "fuuuuuuu that pool table and piano are awesome, LA kicked my ass."
  • Running the contest honestly removed a lot of the magic of it for me.

But overall, great experience. I would recommend others try running a contest because why not? =) And I'm sure I will again some time. I may not have liked this contest very much but hey, it was educating.
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kaen

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Post Thu Mar 21, 2013 1:00 pm

Re: Wild West Contest RESULTS

Quartz wrote:
  • Running the contest honestly removed a lot of the magic of it for me.


Behold: the sausage factory.
bobdaduck wrote:Next, the moon!

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Lamp

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Post Thu Mar 21, 2013 3:18 pm

Re: Wild West Contest RESULTS

kaen wrote:Thanks everyone for participating and voting.

Next one should be Victorian England. Top hats and monocles everywhere.



nooooo

4th july next :D
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Lamp

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Post Thu Mar 21, 2013 3:19 pm

Re: Wild West Contest RESULTS

SANTIAGO YOU LIED. :|
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sky_lark

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Post Fri Mar 22, 2013 7:19 am

Re: Wild West Contest RESULTS

@Quartz Great write-up. Thanks for the insight.

@kaen Son of a... that's clever.

@lamp Haha what would you make in an independence-day themed contest? Fireworks and barbecue grills? One dedicated mapmaker would probably stage a historical reenactment... ;)
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Lamp

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Post Fri Mar 22, 2013 1:55 pm

Re: Wild West Contest RESULTS

sky_lark wrote:@Quartz Great write-up. Thanks for the insight.

@kaen Son of a... that's clever.

@lamp Haha what would you make in an independence-day themed contest? Fireworks and barbecue grills? One dedicated mapmaker would probably stage a historical reenactment... ;)




Fireworks and lights.
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Little_Apple

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Post Fri Mar 22, 2013 2:02 pm

Re: Wild West Contest RESULTS

Lamp wrote:Fireworks and lights.


Or perhaps.... Lamps
Hee-ho!
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sky_lark

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Post Fri Mar 22, 2013 4:38 pm

Re: Wild West Contest RESULTS

And how would you design fireworks and lights in Bitfighter? With respect, I think you're being a little hypocritical considering your attitude toward the wild west theme.
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Lamp

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Post Fri Mar 22, 2013 9:22 pm

Re: Wild West Contest RESULTS

sky_lark wrote:And how would you design fireworks and lights in Bitfighter? With respect, I think you're being a little hypocritical considering your attitude toward the wild west theme.



Thiiink.

Colors, mines, forcefields.....


ROCKETS....

flags, red white and blue....






Its easier to do it than with wild west
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Quartz

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Post Fri Mar 22, 2013 9:24 pm

Re: Wild West Contest RESULTS

Easier =/= better

Also, this whole "Wild West" theme is a very different theme than our contests have usually been. And honestly, I thought it was a great experiment, but the results were kind of ehhhh.

Go look back at older contests to see what they're usually like.
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sky_lark

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Post Sat Mar 23, 2013 7:18 am

Re: Wild West Contest RESULTS

Lamp wrote:Thiiink.

Colors, mines, forcefields.....


ROCKETS....

flags, red white and blue....

You have described several attributes of independence day, yes, but you have not explained how you would incorporate them into Bitfighter. I can do the same for wild west...

Guns, cowboys, desert, bars, orange colors, horses, duels.

... but the problem remains -- actually making a good Bitfighter map out of these themes is tricky. I'm not sure how it would be suddenly different with another event-centric theme.

The only advantage I can think of is flags, as you noted, since flags are a common theme in independence day and they're an objective in Bitfighter. Still not sure how much that helps, though.
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Santiago ZAP

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Post Tue Apr 23, 2013 3:38 pm

Re: Wild West Contest RESULTS

Lamp wrote:SANTIAGO YOU LIED. :|

>:D
sorry, but this contest was not like i really wanted to win so lolz :zapdance:
:zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance:

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