Zone Quake2 Mapping Competition Website:WoH_Artic Judge: U8Poo ------ Rules ------ 1. Maps must be made by zone players. (zoners) 2. Maps must be new original maps no old maps may be entered. 3. Maps can not be remakes of older maps from any game including q2 or any 3rd party maps. 4. Maps may be made by 1 to 3 people no more than 3. 5. All maps for DM must have fully compiled vis and lighting. 6. Maps for RAIL must have fully compiled lighting, vis is optional. 7. Custom textures are allowed, no illegal copyrighted content from other games. (q1,q3,HL,unreal, ect.. are ILLEGAL and NOT permitted) 8. Custom Sky boxes are allowed but apply to the same rules as textures. (read above) 9. Decomipiling of other maps for the purpose of copying brushes is not allowed. 10. Prefabs are NOT allowed UNLESS created by the author of the map. 11. All maps will be designed for Baseq2 (no mod) using the stock 3.20 Quake2 Client. 12. Railmaps must have railguns in the level to be playable in Baseq2 13. Only one DM and one RAIL map per team/person. ------ Judging Guidelines ------ These are the guidelines wich i will be judging the maps. ----Deathmatch Maps---- Deathmatch maps will first be judged on gameplay. The gameplay will first be tested in FFA, and then 1vs1, and possably tdm. All testing will be done using humans and NOT bots. Gameplay will be the most important aspect of the map. Gameplay should consist of a good layout, wich is hard to dominate using just one weapon (example is an open map whare railgun can dominate very easyly). Even spread of powerfull weapons and armor throughout the map, the map should not be easy to completly controll in 1vs1, the spawn points should be evenly spread out and placed in non-high-combat areas. Sound cues like forced armor shards are encouraged. gameplay will not be tested for hooks so i would not reccomend designing the maps for hook gameplay, so use height to your advantage. Secondly DM maps will be judged on proformance, this means texel counts and r speeds. R_speeds above 1000Wpoly and 3000Epoly will be frowned uppon. the best way to controll this is good vis blocking from area to area, and keeping detail levels plauseable. Proformance is the second most important aspect of the map. Third the maps will be judged on looks and originality. This includes cleanlyness of texturing,cleanlyness of brushwork useage of textures,extra eye candy, and usage of lighting. custom textures are permitted, you may create your own, but you do not get any extra points for creating a diffacult texture because this is not a texture competition. Usage of custom textures made specificially for the map is encouraged but not graded on level of texture creation diffaculty. Oh and you DONT get any extra points just for using any of my textures but if u wanna thats ok too ;). ----Rail Maps---- Rail maps will first be judged on playability. Playability for rail maps is differnt than a DM map Railmaps generally should be a small box or collection of boxes, with out any objects that a player might get stuck on (like odd shaped rocks and things) Real complex multi level layouts are better suited for DEATHMATCH Secondly railmaps will be judged on looks, A good rail map should basicly be Just a pretty box to practice your aim in. But you dont want really distracting things like rotating stuff all over. Custom textures are encouraged in same manner as the Deathmatch maps. Third the rail maps will be judged on proformance R_speeds above 1000 Wpoly and 2000 E poly will be frowned on. Vis compiles generally do not matter on a rail map with a single room, but if the railmap contains 2 or more fighting areas then VIS is encouraged. No final Due date is set most likely July 1st or July 15th