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Potential Contest Themes

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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Wed Dec 22, 2010 9:38 pm

Potential Contest Themes

I wanted to open up discussion and give people a chance to suggest themes for the coming year of level design contests!

Are there past themes you've really enjoyed and would like to see come back? Is there a theme you've had in mind but haven't seen yet? Looking back, what themes do you think have produced the best entries?
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sky_lark

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Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Thu Dec 23, 2010 10:01 am

Re: Potential Contest Themes

Dungeon maps round 2! It's about time we had some new dungeon maps created specifically for Bitfighter.
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ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Thu Dec 23, 2010 1:24 pm

Re: Potential Contest Themes

oh i second skylark's post and give him a +1
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Qui

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Posts: 150

Joined: Thu Mar 11, 2010 12:44 pm

Post Thu Dec 23, 2010 4:54 pm

Re: Potential Contest Themes

Are you guys trying to irk _k?

Another visual design might be nice. I liked the symmetry based ones, but after odd numbered and asymmetry, I'm not sure what else. Asymmetry round 2? Asymmetrical Aesthetics?
Qui ckRime
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ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Fri Dec 24, 2010 1:17 am

Re: Potential Contest Themes

radial symmetry!
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Wed Dec 29, 2010 11:52 am

Re: Potential Contest Themes

Is Dull Dungeons the best we can do? Ideas, people, ideas!
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watusimoto

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Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Wed Dec 29, 2010 1:23 pm

Re: Potential Contest Themes

1v1 maps
3 team maps
asymmetrical maps
fractal maps
maps for robots
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ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Thu Dec 30, 2010 10:53 am

Re: Potential Contest Themes

dun dun dunnngeons..
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bobdaduck

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Location: Utah

Post Thu Dec 30, 2010 5:17 pm

Re: Potential Contest Themes

soccer.
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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Unknown

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Posts: 183

Joined: Mon Mar 08, 2010 4:48 pm

Post Tue Jan 04, 2011 7:04 pm

Re: Potential Contest Themes

Multiple floors via teleporters
Minimal symmetry
From another game
Default-looking
Maximum size of 4 screen sizes (8 by 6 squares at grid=255)
Maximum of 4096 bytes levelgen, level itself only 512 bytes
Multiple paths to the goal
Multiple objectives
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Qui

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Posts: 150

Joined: Thu Mar 11, 2010 12:44 pm

Post Tue Jan 04, 2011 9:16 pm

Re: Potential Contest Themes

Unknown wrote:Multiple floors via teleporters
Minimal symmetry
From another game
Default-looking
Maximum size of 4 screen sizes (8 by 6 squares at grid=255)
Maximum of 4096 bytes levelgen, level itself only 512 bytes
Multiple paths to the goal
Multiple objectives

Some of these have been done before, but could bear repeating (from another game (I think has been done?), default-looking, maximum file size (was it one of _k's contests though?)). I'm very intrigued by "multiple objectives," but not exactly sure what that would entail. Explain a bit more?
Qui ckRime
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sky_lark

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Joined: Wed Mar 10, 2010 6:00 pm

Post Wed Jan 05, 2011 10:35 am

Re: Potential Contest Themes

Wasn't there a Zap! zelda map that utilized the "multiple floors via teleport" idea? It'd be a good example if we end up doing that in a contest.
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Unknown

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Posts: 183

Joined: Mon Mar 08, 2010 4:48 pm

Post Wed Jan 05, 2011 9:37 pm

Re: Potential Contest Themes

I'm not exactly sure what that would entail - just random ideas. Maybe multiple flags in capture the flag.
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ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Thu Jan 06, 2011 4:55 pm

Re: Potential Contest Themes

Unknown wrote:From another game
Multiple objectives


Lol, I still remember my Ratchet and Clank uya rant, the map was about a megabyte, and there were way too many teleports to run any smooth game, even if you were the only player.

I have cleaned it up though, and am trying to use the game to inspire a new game-type made within the editor without mod-ing source code.

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