Post by agrajag on Oct 23, 2024 19:59:20 GMT
Smooth Killing
(There will be a "Best of" after the 4th event of each series)
Every Wednesday at 10:30pm UK | 5:30pm EDT | 2:30pm PDT
Hosted by agrajag
Playlist starts at 10:30pm UK | 5:30pm EDT | 2:30pm PDT
Guests are welcome as long as they aren't banned, they know the rules and you are prepared to vouch for them ahead of time (so message/tell the host).
Shifty looking strangers will probably get kicked (unless we need more bodies!).
No bulletproof or motorcycle helmets, no invisible or glitched clothing. These either break the game code and/or cause game balance issues. Any breach of the rules may lead to your participation in the event/crew being terminated. All other GCCC Rules apply.
Don't forget your votes after the list has been played. Best votes will be played in the "Best of". Votes close automatically midnight the following Wednesday
Any new or updated 30player deathmatch you would like to have played, please add it to the submission topic.
>>> MAP SUBMISSIONS <<<
Scoring system
Jobs will be scored roughly with their suitability for general playlists. Scoring is harsh in order to discern between jobs better and give more feedback on where I personally feel jobs could be improved and is designed to be roughly normally distributed around 20 out of 40 (that is please don't take a low score to heart; I'm not saying it's a bad job and appreciate not every job is designed to be held up as technical excellence for the community to enjoy. Creating just to enjoy to create, play with friends and maybe learn a tiny bit about where you might design something different in the future is the vibe).
19 & below / Unscored - Job suitable for playing with friends, in particular lists (eg small job that would play better with fewer than 30) or just not to my taste
20-24 - Job suitable for most mixed playlists although may not be to everyone's tastes
24-28 - Highly recommended for most playlists
28+ - Stunning job excelling in many areas
Jobs will be scored on
Build Quality (Neatness, difficulty of build):
Neatness - Props should line up with each other with no jagged areas, floating props (like bushes and rocks especially that don't place well without advanced options) and similar.
Difficulty of build - Re-using the same template throughout the map, having a mainly flat area or re-using the same design throughout the map (eg in symmetrical RnG arenas) would generally limit your score (even though objectively they can produce good maps).
Build Quality Scale & Settings (Scale, Weapons, Spawns, Settings, Other)
Scale - Big enough for 30 players while not feeling too large (Around a 30 grid square max with no fast run, remember areas at different levels add to the play area too!).
Weapons - Suitable for the gaps between props (e.g. pistol over a area with a large gap isn't useful), not using the same weapon slot (usually), the default weapon should at least be OK while pickups not totally OP and evenly distributed (e.g. if you have something OP like a RPG put it somewhere central so everyone has a chance of getting to it).
Spawns - The initial start points should not give either team a distinct advantage (if in doubt setting on either side of the map or directly facing each other is fine). Respawns should be near cover with extra attention paid to centrally placed respawns which need to be covered from more angles.
Other - With the addition is Deathmatch options there's simply soo much that you can change (for better or worse). There's rarely a right option that will please everyone but there's a few that could ruin a otherwise fine map; fast-run on small maps, limited ammo, scoring that doesn't make sense or is intuitive.
Gameplay (Traversal, Variation & Restrictions):
Traversal - Moving around the map should feel easy with climbing or very narrow corridors needing precise button inputs kept to a bare minimum. Different areas of the map should be well connected (e.g. 2 or 3 distinct different ways, usually corridors, to get from points A to B)
Variation - Generally you want a number of different ways to approach the objective such as a tunnel or raised platform making is easy to flank around and increase the flow of players around the map. You might also alternative strategies such as sniper towers or ways to counter unwanted strategies such limited explosives to take out campers.
Restrictions - You might also want to direct players to play a certain way, in it's most simplest adding high walls so people can't shoot in 360 degrees, especially high areas that might overlook the entire map will be OP and feel very frustrating for those stuck on the lower area.
Job Theming & Originality (Aesthetics, meeting a theme, different gameplay):
Aesthetics - Somewhat linked to build quality the map should look nice. Pretty subjective but try to use 2 or 3 colours at most and match any theme you're going for. Create art as well as a mere job.
Theme - Not every map needs one but if you do then do it does add a extra something to the map.
Different gameplay - Having played literally 1000+ combat jobs attempting something different is always welcome. Perfection every time is near impossible with this but I have a lot of time for jobs that attempt something even if it doesn't quite hit the mark; creating is often experimenting with things outside your comfort zone.
(There will be a "Best of" after the 4th event of each series)
Every Wednesday at 10:30pm UK | 5:30pm EDT | 2:30pm PDT
Hosted by agrajag
Playlist starts at 10:30pm UK | 5:30pm EDT | 2:30pm PDT
Guests are welcome as long as they aren't banned, they know the rules and you are prepared to vouch for them ahead of time (so message/tell the host).
Shifty looking strangers will probably get kicked (unless we need more bodies!).
No bulletproof or motorcycle helmets, no invisible or glitched clothing. These either break the game code and/or cause game balance issues. Any breach of the rules may lead to your participation in the event/crew being terminated. All other GCCC Rules apply.
Don't forget your votes after the list has been played. Best votes will be played in the "Best of". Votes close automatically midnight the following Wednesday
Any new or updated 30player deathmatch you would like to have played, please add it to the submission topic.
>>> MAP SUBMISSIONS <<<
Scoring system
Jobs will be scored roughly with their suitability for general playlists. Scoring is harsh in order to discern between jobs better and give more feedback on where I personally feel jobs could be improved and is designed to be roughly normally distributed around 20 out of 40 (that is please don't take a low score to heart; I'm not saying it's a bad job and appreciate not every job is designed to be held up as technical excellence for the community to enjoy. Creating just to enjoy to create, play with friends and maybe learn a tiny bit about where you might design something different in the future is the vibe).
19 & below / Unscored - Job suitable for playing with friends, in particular lists (eg small job that would play better with fewer than 30) or just not to my taste
20-24 - Job suitable for most mixed playlists although may not be to everyone's tastes
24-28 - Highly recommended for most playlists
28+ - Stunning job excelling in many areas
Jobs will be scored on
Build Quality (Neatness, difficulty of build):
Neatness - Props should line up with each other with no jagged areas, floating props (like bushes and rocks especially that don't place well without advanced options) and similar.
Difficulty of build - Re-using the same template throughout the map, having a mainly flat area or re-using the same design throughout the map (eg in symmetrical RnG arenas) would generally limit your score (even though objectively they can produce good maps).
Build Quality Scale & Settings (Scale, Weapons, Spawns, Settings, Other)
Scale - Big enough for 30 players while not feeling too large (Around a 30 grid square max with no fast run, remember areas at different levels add to the play area too!).
Weapons - Suitable for the gaps between props (e.g. pistol over a area with a large gap isn't useful), not using the same weapon slot (usually), the default weapon should at least be OK while pickups not totally OP and evenly distributed (e.g. if you have something OP like a RPG put it somewhere central so everyone has a chance of getting to it).
Spawns - The initial start points should not give either team a distinct advantage (if in doubt setting on either side of the map or directly facing each other is fine). Respawns should be near cover with extra attention paid to centrally placed respawns which need to be covered from more angles.
Other - With the addition is Deathmatch options there's simply soo much that you can change (for better or worse). There's rarely a right option that will please everyone but there's a few that could ruin a otherwise fine map; fast-run on small maps, limited ammo, scoring that doesn't make sense or is intuitive.
Gameplay (Traversal, Variation & Restrictions):
Traversal - Moving around the map should feel easy with climbing or very narrow corridors needing precise button inputs kept to a bare minimum. Different areas of the map should be well connected (e.g. 2 or 3 distinct different ways, usually corridors, to get from points A to B)
Variation - Generally you want a number of different ways to approach the objective such as a tunnel or raised platform making is easy to flank around and increase the flow of players around the map. You might also alternative strategies such as sniper towers or ways to counter unwanted strategies such limited explosives to take out campers.
Restrictions - You might also want to direct players to play a certain way, in it's most simplest adding high walls so people can't shoot in 360 degrees, especially high areas that might overlook the entire map will be OP and feel very frustrating for those stuck on the lower area.
Job Theming & Originality (Aesthetics, meeting a theme, different gameplay):
Aesthetics - Somewhat linked to build quality the map should look nice. Pretty subjective but try to use 2 or 3 colours at most and match any theme you're going for. Create art as well as a mere job.
Theme - Not every map needs one but if you do then do it does add a extra something to the map.
Different gameplay - Having played literally 1000+ combat jobs attempting something different is always welcome. Perfection every time is near impossible with this but I have a lot of time for jobs that attempt something even if it doesn't quite hit the mark; creating is often experimenting with things outside your comfort zone.
Build Quality Props:
Build Quality Scale & Settings:
Gameplay:
Job Theming & Originality:
Overall:
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