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Old 06-22-2015, 10:23 AM   #211   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Quote:
Originally Posted by Solais View Post
And why didn't you fix that error then?
I don't know what causes it, but I can try to fix it.

Also, the funny thing is that this kind of problem happened in SS1 as well, like when I was playing Alpine Mists 2 in coop and I would spawn in a wall.
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Old 06-22-2015, 11:21 AM   #212   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

I made a few fixes, we'll see if the judges can play the level now. Also, mind you that Serious Engine is very finicky, while there was a timelimit to the contest, so it was almost "planned" that there would be problems like this.
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Old 06-22-2015, 11:37 AM   #213   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Quote:
Originally Posted by Solais View Post
I made a few fixes, we'll see if the judges can play the level now. Also, mind you that Serious Engine is very finicky, while there was a timelimit to the contest, so it was almost "planned" that there would be problems like this.
Thank you, I was hoping you'd help me with these problems.
Yeah, sorry for the hold up

EDIT: After time the timelimit expired, I din't change anything gameplay wise or detail wise, just tried to fix this problem.

Damn, so many problems, I bet missingno is hidding somewhere in it.
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Old 06-22-2015, 03:56 PM   #214   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Missingno is hiding everywhere in SE3.5, mainly causing crashes for me though
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Old 06-22-2015, 04:43 PM   #215   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

I hate messed up textures...
But Solais in on it now.
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Old 06-23-2015, 03:45 AM   #216   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Now you're in my shoes Solais, having to fix Harbinger's maps in the tennis.
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Old 06-23-2015, 01:15 PM   #217   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Hmm, we will see
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Old 06-26-2015, 02:00 AM   #218   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

I have tried four versions of your map Cap and it still doesn't want to work right. I even tried to fix it myself. It is unplayable in co-op since you spawn with a black screen but there is no lua script that gives you back control. If you could somehow disable that initial "black screen" then testing could proceed normally. Singleplayer is not really what we were going for with this contest.
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Old 06-26-2015, 02:13 AM   #219   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

...that's news to me LD. As far as I'm concerned, I was completely fine with the maps working well in SP.

Obviously Coop is important too, but not the first priority.
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Old 06-26-2015, 12:51 PM   #220   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Quote:
Originally Posted by Louva-Deus View Post
I have tried four versions of your map Cap and it still doesn't want to work right. I even tried to fix it myself. It is unplayable in co-op since you spawn with a black screen but there is no lua script that gives you back control. If you could somehow disable that initial "black screen" then testing could proceed normally. Singleplayer is not really what we were going for with this contest.
Oh fuck! How did I miss THAT!?

Yeah, the intro-script flagged-off for coop, and THIS SCRIPT controls the fog.
Dammit, sorry I missed that, I forgot to flag-off the fog for chapter 1 in coop as well.
^^That's the problem^^
Could you guys handle it for me, IZarc makes adding files in folder hard.

Ok, the spawn flags for the fog are on in coop, this needs to be turned off.
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Old 06-27-2015, 12:29 AM   #221   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Quote:
Originally Posted by Solais View Post
...that's news to me LD. As far as I'm concerned, I was completely fine with the maps working well in SP.

Obviously Coop is important too, but not the first priority.
If this contest is about remaking the Portals campaign then it obviously has to work in Co-Op because that was what it was made for and best played in. Perhaps that should have been mentioned at the beginning. It's fine if it works in SP too, but gameplay dynamics are very different between 1 person and more than that, especially since there is no respawning in SP.

Quote:
Originally Posted by Captain_Russia View Post
Oh fuck! How did I miss THAT!?

Yeah, the intro-script flagged-off for coop, and THIS SCRIPT controls the fog.
Dammit, sorry I missed that, I forgot to flag-off the fog for chapter 1 in coop as well.
^^That's the problem^^
Could you guys handle it for me, IZarc makes adding files in folder hard.

Ok, the spawn flags for the fog are on in coop, this needs to be turned off.
Thanks for the response. I will have to see if that works. By the way.... any idea why reloading to the last save point crashes the game when you die in SP?
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Old 06-27-2015, 09:33 PM   #222   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Ok, I have finished testing the map. I had to remove the coop spawn flags for all of the haze entities to get it to work (Thanks to Mischievous for figuring it out). I believe we should have the final results soonish! Good luck!
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Old 06-29-2015, 01:19 PM   #223   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Quote:
Originally Posted by Louva-Deus View Post
Thanks for the response. I will have to see if that works. By the way.... any idea why reloading to the last save point crashes the game when you die in SP?
I honestly have no idea, this happens on ALL maps even on non-moddable mode. I thought it was a personally problem.

I bet if I reinstalled SS3 if would fix the problem, as it didn't happen before when I was playing the game on my old computer.

Quote:
Originally Posted by Louva-Deus View Post
Ok, I have finished testing the map. I had to remove the coop spawn flags for all of the haze entities to get it to work (Thanks to Mischievous for figuring it out).
All of them? The intro script only controls the first one, all others are controlled by chapter scripts, game should function the same, but a hit to ascetics will be taken.
(Bam, teleport no warning; no haze on the start of chapter 4 looks wierd as you came from no where)
but it will all still look normal in SP so I'm fine with it.

Quote:
Originally Posted by Louva-Deus View Post
I believe we should have the final results soonish! Good luck!
Happy to hear it, pity the steam sales are all-ready over
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Old 06-30-2015, 01:45 AM   #224   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Quote:
Originally Posted by Captain_Russia View Post
Happy to hear it, pity the steam sales are all-ready over
There will be more.
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Old 06-30-2015, 12:54 PM   #225   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Quote:
Originally Posted by Louva-Deus View Post
There will be more.
More summer sales?
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Old 06-30-2015, 06:52 PM   #226   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Yes. But also fall/winter/spring sales. Major holiday sales. Random sales. Et cetera.
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Old 07-01-2015, 12:01 PM   #227   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Ok, I just wanna finish this contest and get it over with.

Apparently Afterburner somehow f*cked up my graphics card, reset the settings and now I'm getting much better FPS in SS3's editor, sweet.
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Old 07-01-2015, 11:57 PM   #228   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

We're only waiting on one more judge who is using the version of your map that I fixed.
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Old 07-02-2015, 04:57 AM   #229   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

The judging is done, I'll post the results later today. Could have done yesterday, but was occupied with job related stuff.
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Old 07-02-2015, 09:58 AM   #230   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Hope results come out soon
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Old 07-02-2015, 12:49 PM   #231   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

ok.

OMG, I bet i'm gonna lose.
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Old 07-02-2015, 12:56 PM   #232   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Don't feel sad, there's only like what, 2 participants?
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Old 07-02-2015, 01:15 PM   #233   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

4-1 you mean
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Old 07-02-2015, 02:17 PM   #234   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Yeah, everyone's gonna win, it's just I feel like pushed the judges and everyone with my broken level.

EDIT: Come-on, hurry up! I wanna get an answer before I leave the library today!
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Old 07-02-2015, 02:20 PM   #235   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

It's normal, even games have problems after release, everything can be patched after that anyway, I for sure know that I have some problems in coop, I knew about those but forgot to tick the option for that, there is nothing I can do about that for now.
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Old 07-02-2015, 02:34 PM   #236   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Quote:
Originally Posted by Devostator View Post
It's normal, even games have problems after release, everything can be patched after that anyway, I for sure know that I have some problems in coop, I knew about those but forgot to tick the option for that, there is nothing I can do about that for now.
^^PC GAMING^^

But at-least they get patched, I mean if you've got a console and worst no internet, your stuck with it.

I don't play with my neighbor's Xbox 360 much anymore because all his games are out-of-date because he's got not internet (and, %90 of his games are sports games).
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Old 07-02-2015, 02:47 PM   #237   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Sports games, ugh...

Anyway, I am trying to remind Solais the whole time now, where is he?
He got everything done by now I think.
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Old 07-02-2015, 03:07 PM   #238   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Realm of Despair by Devostator

Quote:
Originally Posted by Judge No.1

Gameplay:

First half (up to the second guardian) was pretty fun but after that it suffered from a lot of downtime, backtracking, dull areas, overpowered bosses, and areas that were just way too long. Also, there was a serious lack of ammo for the more powerful weapons which made things more difficult.

Mechanics: I liked the use of the barriers for isolating boss fights (something SS2 did pretty well). I also liked the combination spawns of melee, ranged, and flying enemies (good variety). I liked the text dialogue. I liked that the boss minions kept respawning on the 3rd guardian (even if it was way overpowered) and how they all died when the boss died. Finally, loved the glowing spiders in the tunnels. Very creative for those dark spaces.

Battles: There were some nice battles but they were fairly hard, especially the guardian fights. The boss fights were overwhelmingly difficult for one person, which leads to using cover and they weren't able to adapt to that tactic… making them too easy to kill. The final boss was a slogfest with underpowered weapons versus an overpowered boss with a very large health pool. Needed more ammunition. Overall this is definately not a 1-player map, which isn't a bad thing but it would have been nice if it was scaled more toward the number of players present.

Layout: The layout was nice, and somewhat non-linear in places (backtracking). The underground tunnels section was way too long and maybe should have been a separate map. It became highly repetitive and tedious fighting the same exact waves of enemies in the same tunnels and rooms. One major downside was that there was way too much backtracking (long distances too) and there was no action most of the time to aleve the dullness.


Aesthetics:

Very cool green theme and alternative reality world, though perhaps a bit too dark (made it feel drab and uninteresting after a while). Loved the set pieces: giant busts, spikes everywhere, bouldered tunnels. Very dark and gritty and very atmospheric. Overall a great start and with tweaks would be even better.


Performance:

No problems noted. Runs great.


Visuals:

Author was able to accomplish a lot with less detailed architecture and through re-using assets. The environment had a nice feel to it, though could have used more variety rather than just making everything green.


Note to Author:

The map would have been better if it simply ended after the 3rd guardian. The tunnels were not very fun and were far too long and repetitive. It took 2 hours to play this map solo. That is a bit too long for most people these days. Maps shouldn't be more than 30-45 minutes long, an hour max. Just saying.
Judge No.1's FINAL SCORE: 34/40


Quote:
Originally Posted by Judge No.2

+nice teleporter drop in
+great ambient music
+really enjoyed the wet rock texture and moving shadows
+light particles are a nice touch
+the green is not easy on the eyes but its my favorite color… so…
+great work with the skyscape
+stone tablets telling you a story
+lots of secrets to find
+the back drop of stuff in the sky made me want to explore it alot
+the signwave force feild is really nice
+brutal and epic first boss
+clear indication on bosses of what weapons will work
+jump pads on the first bosses chair are a nice touch
+sniff sniff smell like an ambush
+good frantic battles eminy spawns in all directions
+ominous tips for the boss battles
+fantastic bosses
+duke nukem joke and lack of sam 3 rocket jumping near the end was pretty funy
END BOSS IS FUCKING COOL

-sam 2 music is always welcome but feels very out of place with the great ambient (peace) track
-found my self a bit stuck on terrain looking for secrets
-some center rocks have the wet texture some do not
-noticed that the force feild would lock eminys out if i ran past them
-jump pads on the first bosses chair are not aligned properly
-is easy to get turned around in the map with only one color
-very easy to get lost….
-crazy fps drop on ghost spider battle with a 6gb gpu
-very very very long distances to cover
-was amazingly long and repetitive
-top of the cave had no rockets to deal with the two knum
-perhaps too long of a level for my taste
-...level does not actually end when you ride the elevator after the final spider boss? elevator does not go all the way to the teleporter?


Final Thoughts:

Incredible ambiance and fun new texture. Combat was very heavy at times and other times i found myself wishing i did not have to run so far back to things. Long parts of the level that went on and on forever wore me out BUT WHEN IT WAS GOOD IT WAS DAMN GOOD!
Final Thought: This is one that i would play in co-op with a friend or group but i feel the cave section would cause some suffering

Judge No.2's FINAL SCORE: +6


Quote:
Originally Posted by Judge No.3

+ positive
- negative
* potential


Gameplay:


+ Interesting fights with interesting new enemies. Especially liked the design of the new bosses, seemingly inspired by shoot-em-up (shmup) games.
- But, they might be just a little too hard, especially in a single level
* Their potential is good. They could work better at the end of specific, separate levels.


+ The final boss is AMAZING
- But it got too much health. I actually had to cheese its movement to get it to stuck and finish it off.
* If it would be balanced, this would be one of the best custom created bosses in Serious Sam modding history


+ Large expanses with lots of enemies, seemingly built for large coop fights
- That are poorly designed for solo play; incredibly difficult
* The enemy variety and placement would generally work, if the battles were a little slower, and weren't so densely placed on the level.


Aesthetics:


+ Interesting otherworldly area that reminds me of The Fade in Dragon Age: Inquisition. Definitely visually striking.
- However, the green haze makes in very difficult to see, especially the darker enemies. It is also quite boring to look at later. The "floor" is also very flat and featureless.
* With a few little fixes, limiting the haze and making the light itself green, this level could look truly amazing


Layout:


+ The non-linear part in the middle was nice. The cave at the end was a welcome change of pace.
- However, the level itself feels a little too large with a serious lack of features. The whole level is basically one large featureless plane. The cave was too long and too linear
* If the level would be cut to half into two levels and the cave level changed a little, it could work a whole better.


Overall Impressions:

+ Very great work
- Some problems, wouldn't take too long to fix
* Great potential to be something amazing
Judge No.3's FINAL SCORE: Cpt. Sisko
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Last edited by Solais; 07-02-2015 at 04:24 PM.
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Old 07-02-2015, 03:08 PM   #239   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Alien World by NHunter

Quote:
Originally Posted by Judge No.1

Gameplay:

Very repetitive, cramped spaces that made it difficult for enemies to actually get to you, lack of variety in enemies, serious lack of ammo later in the map.

Mechanics: I liked the use of secrets (an underused feature). I liked the spider trap, though it was too small a space for so many spawns. There was good use of pickups versus spawns. I liked the portal activation logos, a nice touch. I liked the glowing crystals in the caves to help see, but still too dark in some areas. I liked the use of water travel in one area (texture bug looking up from underwater you can't tell where the surface is). And liked the variety in architecture: buildings, caves, open valleys.

Battles: They were very repetitive and tedious. The tight confines of this map did not work very well when flooded with enemies, even easy ones. The spawn control could have been better (it's never good to just have a streaming line of enemies coming at you that you can melee strike into submission). I really liked that you added more battles to areas you have to backtrack through. The boss battle was tedious because of the lack of ammo, but at the same time, the boss was bugged and would constantly try to melee strike you but it would never get close enough for it to hit. Also, the boss kept getting stuck on architecture because of poor placement of spires and cramped layout.

Layout: The spaces were just way too small, especially for a map that is supposed to be coop. Branching paths are good but it was easy to get lost, so there needed to be more cues on where the player should go next.


Aesthetics:

Unfortunately, the theme lacked cohesion. It was a confusing bunch of things thrown together and just labeled as an alien planet. Basically it needed a single theme that meshed well and was consistent.


Performance:

No problems noted. Runs great.


Visuals:

Pretty good but nothing noteworthy.


Negation:

Did not follow the contest rules regarding not using public resources. There were a lot of workshop files that had to be downloaded to make this work.


Note to Author:

In the future try not to make your areas so cramped. Serious Sam is about wide open spaces for a reason, so that you can move around when the hordes come at you. Plus, nobody likes to feel claustrophobic when lots of things are around them. Use more variety in the enemies used and the combinations they come at you with. Pay attention to the rules next time. You could have tied for 2nd place if you had.
Judge No.1's FINAL SCORE: 30/40


Quote:
Originally Posted by Judge No.2

+Clever use of netty and gps explaining that she does not know where sam is
+very nice blue glow that doesn't automatically kick on the flashlight in the starting room
+use of color is fantastic pink sky red trees
+good use of terrain secrets (noted first secreted can get you stuck behind the pot you need to jump on and you cannot get out without breaking the pot)
+diverse emeinies eyes, highlanders and zorg are a nice touch
+locked needing to be opend elseware good artwork on the door unlock symbol.
+limited light in the passage with the clear being hard to see but not a negative
+short swimming section is nice
+”curisity killed sam” secret made me chuckle
+exploration is rewarded
+teleporter to secret sniper nest was a really nice touch! change the pace of that battle when i replayed that part
+enjoyed the paths in the grass

-was missing a tree6.tex file that needed to be aquired before i could play the map
-sky light que in the passage to cave that make the character light up pink for no visible reason
-indoor cave water has the sky reflection
-spiders get old really fast...WAY TOO MANY SPIDERS (at least its not too many kleer)
-floor debrea in an objective room tosses the character like a bounce pad when walking on them
-had a very very hard time getting into the cave for what was my 3rd seal (assume the ground was sloped to keep me from entering this way and was the drop out point for another path but finally managed to get up the slope (if classic player hight jump mod is required it should be listed or packed in)
-boss fight stomped me out of the map then died somewhere between texture from fall damaged)
-final boss arena lacked heavy weapon ammo had to resort to the AR



Final Thoughts:

This one had a very good feel and some really cool parts. Some of the best secrets that ive seen in a custom map. Its some what flawed in some spots but there is some amazing potential here and a lot of care and attention to what makes SS fun to play mods on.
Final Thought: This is the one i would play again by myself because it was the most fun to play and it was short and sweet. Missing a tree texture file and having to acquire it to play was one of the only reasons this one didn't tie for 1st place.


Judge No.2's FINAL SCORE: +4



Quote:
Originally Posted by Judge No.3

+ positive
- negative
* potential


Gameplay:


+ Limited sized fights, with mostly projectile shooting enemies. Great as a "first levels" map.
- Probably not that good for large coop fights. Over reliance on spiders.
* Would work well as the first level in a campaign.


+ The final boss is not bad.
- But it's not that good either. Also not enough ammo and a problem with its melee.
* Would work well as the first level's boss in a campaign.


Aesthetics:


+ Nice, self made cliffs and areas. Not a lot of people use mostly self-made assets. Feels quite cohesive too. I like the magic runes. Magic runes are cool.
- The SS1 Classic textures and low polygon count in general makes the level feel like it was made for Unreal though.
* With proper time given to its details, this level could be touched up to look like a cool, swampy, rainforesty area. At least, that's the impression I got.


Layout:


+ The non-linear part in the middle was nice.
- Sometimes I felt lost however. There's a part where you have to jump up to the cave, and most of the time, I fail.
* With a few fixes, it is a layout proper for an early level in the campaign. Doesn't feel too open, but too claustrophobic either.


Overall Impressions:

+ Very nice work. It's obvious that it was designed to capture the feel of the early maps of SS games, which I do have a fondness for
- Some problems, wouldn't take too long to fix
* Great potential to be something amazing. Like a rainforest. With rain. And wet floor.
Judge No.3's FINAL SCORE: Cpt. Picard
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Last edited by Solais; 07-02-2015 at 04:21 PM.
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Old 07-02-2015, 03:08 PM   #240   Add To Ignore List  
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Default Re: "Portal to Beyond" Mapping Contest

Free the Mind by Captain_Russia

Quote:
Originally Posted by Judge No.1

Gameplay:

The difficulty level is extremely high, even when setting it down to Easy. Not a 1-player map at all, especially the further you go in the map. Constantly overwhelmed by enemies and there were way too many enemies that are extra hard to kill like Khnums, Scrapjacks, Technopolyps, etc. Basically impossible to play in SP for the average player. Very poor visibility through most of the map and there was a major lack in direction (letting the player where to go next).

Mechanics: I liked the variety in the areas, very creative. Also, a good use of barriers for forced mini-battles. I liked the use of the fence in one area in the 3rd chapter as it added interesting gameplay. Also, liked the use of the witch bride in chapter 2 that would randomly throw you off the edge.

Battles: Way too many enemies for 1 player. Way too many OP enemies at one time. The boss fight was bugged because you could hide behind one of the light posts and he could never harm you. Those should have been destructible. Also, major cheese in chapter 1. Just lead them all to their deaths.

Layout: Great variety. Overall the map was probably too long, especially considering how tedious the battles are (gets very frustrating). There were some architectural mishaps like being able to bypass the keyed door in chapter 2, or being able to hide behind invincible pillars and poles to kill harder enemies/bosses. Needed a lot more cues to show the player where they should go next (I got lost a lot).


Aesthetics:

Very neat areas, kind of a weird dream sequence. Unfortunately, the beauty of the map was marred by the poor visibility. Everything was just way too dark.


Performance:

Once fixed, it ran in Coop (by removing all the haze entities in coop), but the autosave/save point system was completely broken in SP and crashes the game when you die and try to reload (drives you insane). The number of errors in the log are pretty high.


Visuals:

Very nice environments but too dark to really enjoy. Some areas were less creative than others. Did not like the floating textures in chapter 2 at all. This would be a major problem area for people with motion sickness problems (like me).


Negation:

For submitting an incomplete map (there is no ending) and for making me have to hack it to make it work in Coop.


Note to Author:

This map would have been better if it were half the lenth, brighter, and the difficulty had been scaled toward the actual player count. Overall, probably too difficult for most players. Otherwise it was a great re-imagining of the original Portals campaign. Lots of crazy stuff!
Judge No.1's FINAL SCORE: 31/40


Quote:
Originally Posted by Judge No.2

+the snow was nice
+interesting moving wall and floor textures

-no starting weapon had to run past beheads to get a pistol
-enemies stuck on wall in the starting area
-graphical fragments on the wall ^
-way to many enemies for the ammo in 90% of the map
-90% of the time i could not see anything unless i was taking damage
-enemies spawning stuck under building preventing force fields to lower so i could progress
-totally random death/respawn placement at times all the way back to the starting area
-so many enemies in a fenced in area clipping around the map
- too many technopolops and witch brides when death sends you a 2 minutes run back to the start
-end area was insanely big no clear goal
-spent a long time hunting down space monkeys in the dark to progress i think
-could not see final boss very well
-could not see the 2nd final boss at all?


Final Thoughts:

Had a few unique level design choices. But found the Levels to be horribly frustrating and dark with no sense of where i needed to go. The enimy pathing was… a clusterfrack hung up on walls and fences. death in co-op (to avoid crashes in sp) resulted in sending me 2 minutes away where i found 20+ enemies ready to stop me. the secrets were nice but the fall damage in the sniper nest was actually enough to kill me. the final boss(s) were in a way to large area with no visibility. spending 20 minutes chasing around and trying to find the last space monkey in the dark to trigger the boss was the final nail in this coffin…


Judge No.2's FINAL SCORE: -11


Quote:
Originally Posted by Judge No.3

+ positive
- negative
* potential


Gameplay:


- Very unbalanced and difficult fights. The first area in general just feels very cheap with lack of ammo and weapons, but strong enemies.
* With proper weapons and some enemies replaced, could work.

+ Good enemy variety in later areas.
- But still unbalanced and difficult
* Can work, can work, yes. Just lower the spawn rate a little, have pickup count and it can work out.

+ The final boss is actually quite interesting, and have multiple phases, which is a BIG plus for me.
- On the other hand, you can't see shit captain, and I actually had to use cheats to find the bosses. As it turns out, black bosses in a black arena doesn't work well.
* The potential here however is INCREDIBLE. Like holy shit, tentacle dogs and smoke monsters??? It oozes imagination, I really love it.


Aesthetics:


+ Some self made assets
- That doesn't fit at all. Nor the candy crumbs, nor the execution of the whole aesthetics. The moving textures are vomit inducing. Z-fighting everywhere between floor tiles.
* However, I can't say I wasn't impressed. When I was playing through the level,
it's like, I could see a... soul behind these areas. I was thinking: The ideas behind these areas are cool. It would take a lot of work to change all this, but if someone would do it, this whole level might be the best of the bunch. Incredible potential hidden within the confusing mess of the visuals.


Layout:


+ Some areas were quite nice. I liked the "courtyard" area and the final arena, before it went too dark.
- Confusing and most importantly, very very dark. Very poor visibility that just ruins the level's overall interesting scenes. Especially the final arena. The first area was also quite poorly made. The blackouts and teleports just don't work for the cohesion.
* Without the darkness, it wouldn't be that bad, really. The potential is there.

Overall Impressions:

+ Not very positive, but very interesting from a designer standpoint
- Many many huge and small problems on every front
* Incredibly great potential, like wow. It is the first map of Captain_Russia, but if he kept at it, he would grew into a very good mapper.
Judge No.3's FINAL SCORE: Cpt. Kirk
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Since Old Lost Age I Shine

My Serious Sam 3/HD Workshop


While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views.

Last edited by Solais; 07-02-2015 at 04:30 PM.
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