Well lets compare what was/is out there:
Insite breaks maps in half=
AVA (Atmosphere, Visuals & Aesthetics)
-lighting (is the place just lit, or has there been careful thought to add to atmosphere)
-texturing
-audio (music, and sound effects)
-atmosphere (this is a broad term that is the result of good use of lighting, textures, audio etc. Essentially, does the map give you a sense of "being somewhere")
Gameplay
-bot play
-flow and layout
-map strategy
-suitability (ie if its a CTF map, does it promote team work to capture flag)
Yet again, "Gameplay" is hugely subject to Architecture, I guess that what is meant by "flow and layout", and "atmosphere" taking the place of Theme.
The ol'NC schema was more or less the same, dividing the groups into Gameplay and Environment. Both ignore that je'ne sai quoi that makes maps art, a.k.a. AWE.
UnrealPlayground gets back into the grit, scoring several aspects individually akin the Ol'NC:
ENJOYMENT
FLOW
TECHNICAL PLAYABILITY
AI
ITEM PLACEMENT
THEME
ARCHITECTURE
TEXTURING
LIGHTING
and SOUNDFX
But you can see how Theme, Architecture, and Texturing can be very interdependant. Architecture drives a lot of stuff, even lighting is largely dependant on the architecture. Providing good locations for item placement and space for AI to occur. It gets difficult to really seperate anything.
Now the Nucleus does a similar break down:
Architecture/Design
Navigation/Flow
Inventory Placement
Texturing
Lighting
Botplay
Gameplay
Originality
Bonus Points
Music/Sounds
Each can get upto 10 points, the total out of a 100.
It does account for stuff like Continuity and Connectivity with "Architecture/Design" and "Navigation/flow", and I like the "Originality" and "Bonus Points". But to say Achitecture/Design only accounts for 1/10 of the score?
Guess you don't really want to say "Architecture" at all in a schema, but rather reflect on the effects it has as seperate results/oppurtunities.
The whole idea behind the current schema was to make is as simple as possible and be fair to the equal weight of each header (keep the math simple). It cannot be as simple as a way a map plays versus the way it looks. As mappers know, there is also the way it was constructed and the technical merits involved that should not be ignored. "looks" however encompasses "sound" and other SpecialFX (terrain, fluid surfaces, emmiters, projectors, movers, meshes, etc) it goes way beyond textures and scale.
You see it is a very simple task; reduce the number of catagories, give each a equal share, make it fair, easy to understand and keep everyone happy at the same time.
Insite breaks maps in half=
AVA (Atmosphere, Visuals & Aesthetics)
-lighting (is the place just lit, or has there been careful thought to add to atmosphere)
-texturing
-audio (music, and sound effects)
-atmosphere (this is a broad term that is the result of good use of lighting, textures, audio etc. Essentially, does the map give you a sense of "being somewhere")
Gameplay
-bot play
-flow and layout
-map strategy
-suitability (ie if its a CTF map, does it promote team work to capture flag)
Yet again, "Gameplay" is hugely subject to Architecture, I guess that what is meant by "flow and layout", and "atmosphere" taking the place of Theme.
The ol'NC schema was more or less the same, dividing the groups into Gameplay and Environment. Both ignore that je'ne sai quoi that makes maps art, a.k.a. AWE.
UnrealPlayground gets back into the grit, scoring several aspects individually akin the Ol'NC:
ENJOYMENT
FLOW
TECHNICAL PLAYABILITY
AI
ITEM PLACEMENT
THEME
ARCHITECTURE
TEXTURING
LIGHTING
and SOUNDFX
But you can see how Theme, Architecture, and Texturing can be very interdependant. Architecture drives a lot of stuff, even lighting is largely dependant on the architecture. Providing good locations for item placement and space for AI to occur. It gets difficult to really seperate anything.
Now the Nucleus does a similar break down:
Architecture/Design
Navigation/Flow
Inventory Placement
Texturing
Lighting
Botplay
Gameplay
Originality
Bonus Points
Music/Sounds
Each can get upto 10 points, the total out of a 100.
It does account for stuff like Continuity and Connectivity with "Architecture/Design" and "Navigation/flow", and I like the "Originality" and "Bonus Points". But to say Achitecture/Design only accounts for 1/10 of the score?
Guess you don't really want to say "Architecture" at all in a schema, but rather reflect on the effects it has as seperate results/oppurtunities.
The whole idea behind the current schema was to make is as simple as possible and be fair to the equal weight of each header (keep the math simple). It cannot be as simple as a way a map plays versus the way it looks. As mappers know, there is also the way it was constructed and the technical merits involved that should not be ignored. "looks" however encompasses "sound" and other SpecialFX (terrain, fluid surfaces, emmiters, projectors, movers, meshes, etc) it goes way beyond textures and scale.
You see it is a very simple task; reduce the number of catagories, give each a equal share, make it fair, easy to understand and keep everyone happy at the same time.
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