Here's the results you've been waiting for! 8 people signed up only 4 finished. They had a week to make a Doom 3 SP map. Exciting!
I want to say a few things before you read down to the results:
*EVERYBODY *LOVED* this idea. The judges were all very happy with all the maps, the map designers and me.
*Will this happen again? YES.
*I've had several people offer prizes for the next contest.
*Next contest will be a mapping contest again. We've done modding and this one seems to be the most fun. Plus then we get new maps. :)
Without further adue, here's the results!
First place: rising lava by ZizZ
second place: backintime by Zombie13
third place: emo by NX-317
fourth place: aeon_reactor by D3Archi
The judges were Oneof8Devils and bkt right here from D3W and Peewee_ROTA and Jehar from TastySpleen.net. I know everybody here knows Oneof8Devils and bkt. For those who don't know Peewee he's an avid Quake 2 player and has made several Quake 2 mods. Jehar has done the shoutcasting at the last two QuakeCon's (along with Goliathvt) and wants to do a live video review of the maps(?) on Tastyspleen.tv. I'll keep people updated on that.
ZizZ gets the copy of Iron Grip:Warlord (donated by isotx) and Steel Storm: Burning Retribution (donated by Kot-in-Action Creative Artel). Both great indie games worth owning. Great job ZizZ!
Individual map judge comments with screen captures by the map authors:
Rising Lava by ZizZ:
This is a great example of knowing what limits to put on yourself during a speedmap comp, and packing as much effort into those limits as possible. The initial warning in the beginning kept the pace up, and items were well-managed. Really good understanding of enclosed map flow here, along with good usage of available space.
Original idea of raising lava putting the player under pressure while driving him through nice level design and traps. Technically very well executed with good texture work.
Brilliant atmosphere and layout with solid action and pacing, but the rising lava mechanic was a bit unpolished causing me to die a lot without actually coming into contact with me. Upon restarting the level it was far too easy to get back to the same point with plenty of time to spare. A mechanic with definite potential though!
Back in Time by Zombie13:
Found some missing walls behind steps. Very easy to get trapped in the debris.
Nice use of the time machine gimmick, and the set piece in the main room is totally worth seeing. I ended up doing some of the objectives out of order unwittingly, and the script didn't take into account the fact that I had already completed pending objectives.
Original time travel idea and visually well executed, skilled interior/outside lighting, combat and enemy numbers could have been more challenging.
The goal was confusing initially, but once I worked it out I really liked the time machine mechanic. Also the power balancing puzzle was quite clever and very cool given the short time to design it.
emo by NX-317:
Two big technical problems were that the normal platforms for jumping were blocked and hard to use. Also there were a bunch of places that you can get stuck.
This really had a lot of potential, and some extra polish and time would really make it a gem. The lighting in the first tentacle-hallway really detracts from the texturing on the tentacles, so some moodier lighting there would have been ideal. The hellknight room had some small issues with the knights getting hung up on the rocks and thus immobilized. The auto-failure on hurting the npcs in the next area took me a couple tries to understand what had happened :P Otherwise, the flow was nice, the deprivation of ammo ballsy, and the mix of opponents in the third area was nice.
Some combat sequences dragged on for far too long and the given weapons didn't suit the combat scenarios. Nice layout and design with a very impressive atmosphere
Aeon Reactor by D3Archi:
I think it's unfinished. The game kind of halts when you use the keycard. Monsters are constantly falling in the pit. Took me a good 3 play troughs to realize there was a revnant, because he always just fell in right after spawn.
This struck me a bit as an early attempt, and as such I can't fault it. The biggest gameplay issue arose from being forced back into the opening corridor when the cacos spawned - had they been timed a bit differently or placed a little farther away, the fight would more likely have been in the main room as intended. For the final bit, there's no gating to prevent skipping the fight and finishing the level.
Nice audio intro, textures and corridors could have used more work and detailing, monsters keep falling into the reactor. Basically just one reactor room.
Very short, quite buggy (enemies got snagged on railings and would even walk off edges) and the action was very sudden and not paced all too well. Then just as it got going, it was over.