I have to say that I think it was a mistake to re-score.
Publicly regret the score later perhaps but your original score should stand.
That is the record of what you though about the map at the time - no matter how misguided you might or might not have been in your original rating (and I accept that there is a debate to be had there
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If we follow the logic through, then every time someone brings out a map with better visuals or some new interesting twist that adds to gameplay then previous reviews should be re-scored to reflect the advances in the state of the art. That does not seem a terribly reasonable proposition.
How to score re-makes?
It seems to me that there are two broad schools of remake:
- Bit for bit identical as far as is possible within the limitations of the game engine
- Preserve the broad outlines and the spirit of the level but update to allow for different gameplay or to take account of new (not necessarily better) think regarding layouts
In any given map there might well be a bit of both schools.
Even within the bit for bit identical school there are options such as using a different texture set or simply higher resolution versions of the original textures (e.g. import from UTRP). In the UT3 world where everything is a material, I do not see why one should not score on the basis of how well the original texture has been used in the context of the new engine, e.g. does the original stone texture now glisten from the damp. There are many other possibilities where detail can be added whilst preserving the original map. Think of it along the lines of the difference between that photo taken with the 2MP camera and the same photo taken with the 15MP camera - same image but more detail in the latter.
Sorry, that all rambled on a bit but what I'm trying to say is that the "identical" re-make can be scored on the basis of how well the identical remake takes advantage of the new engine even for simple matters like texture use (and, explicitly, the addition of items such as static meshes as decorations will be excluded from the "identical" re-make unless they replace existing structure and provide more details - e.g. torches)
I take the view that the "identical" re-make lacks courage and should be marked down accordingly. That is not to say that "identical" re-makes do not have their place (I've done one for a clan that just wanted to play their favourite 2k4 CTF map in UT) but I suggest that putting them forward for marking is inappropriate.
Far more interesting is the case of the non-identical re-make. How the mapper preserves the sense of the original whilst adding to it or updating it to modern modes is the question. That is also a scorable (sp?) attribute of the map.
My personal view, gathered from working on a 2k4 version of DM88 (a simple U1 map) is that non-identical remake is necessary in all but the most trivial cases.
For example, DM88 has just about every weapon in the game with the ammo nearby. That simply does not work in a modern map. Spawn next to the gloop gun whilst your opponent has spawned next to the shock rifle and you will be toast.
Weapon placement has to be much better considered than it was 10 years ago. So, there's one significant change that will have to be considered.
DM88's BSP was relatively complex for the time and is a mess in 2k4 (either imported or, as I did, re-cut afresh) so significant chunks of the level have had to be re-cast as static mesh. That allows for the original architecture to be retained but made more "curvey" e.g. the original doorways had the stock three-sided lintels and that geometry can be made more complex without affecting the integrity of the re-make.
I've changed the gameplay in other ways, the original level had a mega-health dead centre that could be reached with a single jump from the upper level and then straight back out through one of the corridors. Not all that much risk there, just timing. I've changed that to a health-giving zone, you need to stay around the zone for an extended period to benefit. Much more risk.
Simple things, like I've added a backstory for the map.
I am most certainly not claiming that I have done any of these things well merely presenting them as examples of the considerations that arise in re-making a map. How well these (and other - the list is not exhaustive) considerations have been addressed is, to my mind, scorable matter for a re-make.