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wildweasel
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Post by wildweasel »

To help liven things up around here, and because I was inspired by a couple other concepts for community contests (or ConComCon's), I thought it might be interesting to discuss potentially making some contests for the weapon mod community. These are mostly variations on a theme, but they each have their own unique ideas and objectives.

I should stress that I don't yet plan to hold any of these contests, and none of them will award any prizes (just like the Speedmapping competitions). I may change my mind about this if feedback is good enough. Unless otherwise indicated, these contests allow the usage of pre-existing graphics and sounds, but no pre-existing code. Also, the selection of port does not matter in any of these contests - one could make a DEH mod, DEHSUPP, DDF, or even DECORATE.

GunSmith

Basis: Participants have a short amount of time (30 minutes to an hour) to create a weapon based on a given theme.

Detailed Explanation:

For purposes of clarity, I'll describe a mock contest. Let's say that a contest is held in #doomarmory, and the theme given to participants is "Remote Control." Approximately an hour later, the time limit expires, and the contestants upload their files for a judge to look over and score.

Contestant #1 submits remote satchel charges. They drop at the player's feet, and switch to a seperate Detonator weapon, that has two modes of fire - the first detonates it as a fragmentation blast that shoots a bunch of powerful hitscans in 32 different directions; while the second detonates it as an incendiary blast that attacks in a tall pillar of flame. Because the satchels are not thrown, and because of the necessity to switch to a different weapon to detonate the charges, the judge rates it a 7/10.

Contestant #2 submits a cannon with remote-detonated shells, using the resources from Duke 3D's RPG. Pressing Fire launches the shell, and releasing it detonates it. Alternate fire functions the same, except the shell is affected by gravity and does not explode on contact. For overused resources, a few points are taken off, but the concept propels it to a score of 6.5/10.

Contestant #3 somehow hacks together a Redeemer missile. The concept is sound, but the way it was done makes it difficult to use, and the resources are the rocket launcher from Shadow Warrior, which nets the weapon a 5/10.



GunSmith 24

Basis: Contestants make an entire weapon mod from scratch in 24 hours that replaces all of Doom's default weapons somehow (whether by actually modifying the weapon, or replacing the weapon pickups with other items). Contestants must follow a basic theme for their mod.

Scoring:
The standard Doom Armory scoring system is used, except for Overall, all the other scores are added together to make a total. So a mod that gets 7 for initial equipment, 5 for standard weapons, 6 for advanced weapons, 4 for sounds, and 8 for graphics would get 30 points - plus points for following/taking advantage of the theme, and one last category for discretion (bugs, balance issues, other things that don't fit in other categories). The maximum number of points is 70.

More Details:

We'll say that, the moment the contest starts, the host presents the theme "Wild Wild West." This means low-tech weapons, no plasma, no rocket launchers, no rockets period.

One contestant submits his mod - consisting of a revolver, a pair of revolvers, a derringer, a couple of old-west shotguns, bare fists, a knife, and some throwable dynamite. He does not replace the BFG or Plasma Gun at all, and neglects to add an ammo pickup for the Derringer. The Zombie replacement drops dynamite. This mod would get about 45/70 points - some Discretion points knocked off for not replacing the other weapons, and giving the player powerful weapons too easily; Theme points would recieve a 7/10 because while the mod followed the theme, it didn't do anything terribly original with it.



GunSmith Week

Basis: Similar to GunSmith 24, entrants have a week to create a full weapon mod. The catch here is that graphics must be original or edited. Unmodified graphics from any source result in disqualification.

Differences From GunSmith 24:
  • There are two themes given at the start of the contest - one Elemental, and one Form.
  • The Elemental theme dictates what type of attack the weapons must all be - Spread, Projectile, Single Shot, etc. The Elemental theme is purposefully vague - say the Spread theme is selected. You could have all manner of shotguns, plasma shotguns, or area-effect blasts (like Hexen's Disc of Repulsion). If the Single Shot theme is selected, weapons would either be slow to fire (like shotguns or pistols) or be semi-automatic.
  • The Form theme dictates what the weapons would look like - Form can be Pistol, Rifle, Spirit (wherein all the weapons are cast from the player's hands as magic attacks), or Device (wherein the weapons don't look like weapons).
  • The participant may select one or both themes - but they may not make a mod that doesn't follow either.
  • For the purposes of this contest, it's not necessary to create a playable mod - merely creating the weapons and balancing them for gameplay is enough. Points are awarded based on the creativity, ingenuity, and overall usefulness of each weapon.
  • Participants may form teams of up to three people, plus one alternate member that may be switched for any of the three team members in case one can't make it before the contest's launch.
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Snarboo
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Post by Snarboo »

Ironically, I was just thinking of the very same idea a few days ago. :) I haven't read the rules and ideas you posted yet, but I think something like this would definitely help with boosting creativity.

Again, I haven't read your rules yet, but one idea I had was to create an entire weapons mod in a given time, around a theme. Say, one week, the theme is:

*Use the Original Doom Graphics (including the Alpha and Beta resources) to hack together atleast 7 new weapons.

*Create a "Doom Arsenal" knock off mod. The weapons must follow the same sort of progression and weapon type as those in Doom (ie Fist like weapon, Chainsaw replacement, starting Pistol, Shotgun etc).

And so on. I think this would be a lot of fun, and I would definitely join in. I'll add further opinions and suggestions to this as I go over the rules you proposed, Weasel.

Edit: Just read the rules you posted, and you pretty much suggested the same things I did. I think each contest or "Speed Mod" should be different from the last. Some might even propose limits on what type of weapons are allowed. For instance, something along the lines of Congestion 1024, but for weapons mod. Say, all weapons must be centered, and the weapon can only be 128 x 128 pixels. Stuff like that.

I think we should also establish that certain weapon graphics will not be tolerated or allowed in any contest (ie the riot gun from Shadow Warrior). Using a banned weapon graphic would get you disqualified from the contest, unless you hack it enough so that it barely resembles the original weapon. This would keep people from just hacking together a quick and dirty, not to mention banal Daniel type wad. We've see enough of those already, and I'm very sick of seeing the damn riot gun in every mod of his.
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Chronoteeth
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Post by Chronoteeth »

I'm game. :D
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Chronoteeth
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Post by Chronoteeth »

Name: Stallion cop
Slot: 2
Port: Edge 1.29 RC3
For: Gunsmith competition
Time-To-Make [TTT] (excluding spriting): about 53 minutes
Time-To-Make [TTT] (including spriting): about 1 and 45 minutes, mostly waiting (:()
Credits go to: Xaser (side view rehanding), joe (gun), CW (hand), Me (recoloring+pick up)
Description: A fun little pistol to fiddle around with, nothin fancy. Due to the nature of the primary fire (and time constraints), no reloading/clips/gunsmoke. :(

EDIT: I like your ideas snarboo on the "Center 128x128 challenge" thing. It could be like a community colab!
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