Dec 4, 2018 at 8:00 PM
Join Date: Apr 5, 2013
Location: In my mind and of my body.
Posts: 1640
Age: 27
Pronouns: he/him
I never thought I would be saying "yes! I won" and "not like this" at the same time after the results are in, but That's just how it turned out I guess.
I think Wintertime is just a bad time to hold a contest tbh. It's messed up that it's the only time of year that I can participate, but It is what it is. Everybody I've talked to over this was considering entering but dropped out for reasons related to school, or some other thing that just, happened. I realize that a lot of things just happened to align improperly with a lot of people but I guess that's how things just happened.
With that I have some commentary on how the contest rules were laid out, not really to complain, just to kinda glance over it all.
I do like the 15 map limit, I think it should personally be a soft limit, because you have things like house interiors or save rooms and things like that in play. But with a soft limit being rooms bigger than X would work well. (and obviously you could get after people that tried to get around this making a ton of small rooms)
What the 15 map limit does is force people to put points into all aspects of the mod instead of running off with one or two. You're capped at 15 tilesets, about 20 ORGs 15 levels no bigger than X, and well the only real other thing that can get out of hand is assembly (and tbh I think it REALLY did in tidewalkers, but other areas didn't really pull through because of reasons everyone already knows).
With a 15 map limit and a time limit of about 8 weeks, It's enough to make a good mod on a one man team, but Not so much that you're actually going to hit 15 tilesets, a good story, 20 ORGs (unless you take them from the MASSIVE archive of them now) I think you would hit about 3/4 of that and implement it properly in a playable state. BUT with the power of teams I think hitting that cap would be more possible, making team play a lot more valuable where you would have one person working on two aspects while another person works on another two.
Of course the problems with this is that the contest rules favor an ability to make:
art (or use already existing art you made)
assembly (especially if you have backlogs of it from X years of making hacks)
ORGs (if you don't want to use already existing ones)
and have reliable people working with you.
If you think these are good or bad things I'll leave it up to whoever hosts next years contest but that's about what I've figured out over the course of the modding campaign. These rules also apply to other modding contests such as the yearly Sonic ROM hacking competition, but they allow you to submit works that you've been working on for multiple years, so It's more of a "who's the best" instead of a "who's the most organized, can guess the theme the best, and can have as many assets prepared ahead of time" contest.
I realize that with only 3 entries it's kinda pointless to be talking about such meta things, and I'm somewhat rambling but I don't know how else to wrap this up except for a "GG" and a "see you all next year" so there.
See you all next year!
I think Wintertime is just a bad time to hold a contest tbh. It's messed up that it's the only time of year that I can participate, but It is what it is. Everybody I've talked to over this was considering entering but dropped out for reasons related to school, or some other thing that just, happened. I realize that a lot of things just happened to align improperly with a lot of people but I guess that's how things just happened.
With that I have some commentary on how the contest rules were laid out, not really to complain, just to kinda glance over it all.
I do like the 15 map limit, I think it should personally be a soft limit, because you have things like house interiors or save rooms and things like that in play. But with a soft limit being rooms bigger than X would work well. (and obviously you could get after people that tried to get around this making a ton of small rooms)
What the 15 map limit does is force people to put points into all aspects of the mod instead of running off with one or two. You're capped at 15 tilesets, about 20 ORGs 15 levels no bigger than X, and well the only real other thing that can get out of hand is assembly (and tbh I think it REALLY did in tidewalkers, but other areas didn't really pull through because of reasons everyone already knows).
With a 15 map limit and a time limit of about 8 weeks, It's enough to make a good mod on a one man team, but Not so much that you're actually going to hit 15 tilesets, a good story, 20 ORGs (unless you take them from the MASSIVE archive of them now) I think you would hit about 3/4 of that and implement it properly in a playable state. BUT with the power of teams I think hitting that cap would be more possible, making team play a lot more valuable where you would have one person working on two aspects while another person works on another two.
Of course the problems with this is that the contest rules favor an ability to make:
art (or use already existing art you made)
assembly (especially if you have backlogs of it from X years of making hacks)
ORGs (if you don't want to use already existing ones)
and have reliable people working with you.
If you think these are good or bad things I'll leave it up to whoever hosts next years contest but that's about what I've figured out over the course of the modding campaign. These rules also apply to other modding contests such as the yearly Sonic ROM hacking competition, but they allow you to submit works that you've been working on for multiple years, so It's more of a "who's the best" instead of a "who's the most organized, can guess the theme the best, and can have as many assets prepared ahead of time" contest.
I realize that with only 3 entries it's kinda pointless to be talking about such meta things, and I'm somewhat rambling but I don't know how else to wrap this up except for a "GG" and a "see you all next year" so there.
See you all next year!