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 Mod Contest 4 | Started, get modding! 
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happy carebear mom
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Post Mod Contest 4 | Started, get modding!
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The One That I Can Actually Enter

TIME UNTIL DEADLINE

The theme of this contest is: Booby Traps
There are a few requirements:
-Booby traps must be bunker modules.
-Must have some way of being activated BEFORE they act. For instance, something that has to be stepped on or picked up.


Mods will likely be judged by users using some of the following criteria:
Originality
Humor, if applicable
Looks
Functionality

Remember, just submit your finished mod to me, sans presentation. I will pack them up into a .rar and release on voting day.

If you are new to these modding contests, see the rules below. Otherwise, the important stuff will be up here.

Timetable is as follows:

Modding begins
July 24th

Modding ends and voting begins
August 3rd
11:59 GMT
(modding submissions due at least, voting might be a bit later)

Voting ends
August 10th


May the best modder win!





Main Rules
Breaking these equates to an automatic disqualification.
1. No base.rte edits. You must submit a single .rte with no outside dependencies (aside from the basegame .rte's). This means you may reference Base.rte or whichever other basegame .rte, but you cannot reference, say, AAL.rte.
Base.rte edits are mods that you must overwrite files in base.rte or any other basegame .rte to work. Meaning, all mods must be independent .rte's that will function without the user modifying anything in their cortex command folder, aside from activities if you make an activities file. Activities are optional.
This does not exclude code that has been copied from basegame .rte's and changed to suit your needs. As long as your mod functions independently in its own .rte, you may copy code from any basegame .rte.

2. Absolutely no edits of others' work. Note that I am trusting you here. If it turns out you did copy, your prize will be officially revoked. But, more importantly, your reputation would be ruined. A mod contest is not worth your reputation.

3. Exeption to rule 2. You may use other's sprites and sounds if I get a PM from the original owner giving express permission to you. Before submission day.

4. Exception to rules 2 and 3. The above do not apply to sprites or sounds gotten from outside this site. As long as you're not breaking copyright law it's ok. Game sounds and sprites are ok as well, since they would be fan mods.

5. No submissions of previous mods will be accepted. Previous mods are defined as mods that have been announced or exhibited in Mod Making as well as formally released in Mod Releases and mods made for other contests (even concurrent ones).
Mods submitted for the contest must be made after the start date. To keep things as fair as possible, time for all contestants should be the same.

Submission Rules
To enter this contest, send me a pm with your mod. The start date is listed above, when I will post the theme and begin accepting mod submissions.

Any time up to the submission date (above) you may send me a PM with your mod. Only one submission will be accepted, so make sure it's ready for release before you send it. Your first submission is final.
When the submission cutoff date is reached, I will open a new topic and upload all the mods for voter review.

Compatibility
As much as possible, try to make your mod compatible with both Mac and Windows. Some help with compatibility is smallified below.
For Mac compatibility, the main factor is using / above \. If you accidentally use a \, your mod will not work on macs. Also of concern is the difference in file structure between Windows and Mac, if you plan to reference sounds, code, or sprites directly from the basegame .rtes.
For Windows compatibility, the main concern is file references. The Mac and Windows basegame .rtes have had their contents reorganized and guns renamed, so there may not be a Base.rte/Effects/BlueTiny.bmp on the Mac. It might've been changed to Base.rte/Effects/Glows/BlueTiny.bmp. The easiest way to avoid this is to copy all resources you want to use from basegame .rtes into your mod and reference them from your .rte.


Voter Rules
If you would vote, download all the mods and try them out. Constructive criticism is not only allowed, it is entirely encouraged. However, speculation on the author of any mod is frowned upon.
Voting will end at the voting cutoff date, then I will hand out the prizes.

Prizes
Upon completion of the voting, winners in each place will receive a commemorative image as well as all the bragging rights that go with each place. Additionally, all contestants' mods will be uploaded to the hall of fame topic.
The 1st place winner will also be able to choose the theme of the next contest.

Notes
-You cannot enter two consecutive mod contests if you placed in 1st, to keep things fair and prevent winning dynasties.
-The host of a contest cannot enter the contest if he knows the theme ahead of time. Thus, I can't enter if the winner tells me before the day of the contest. Please don't tell me until the day of the contest!


Last edited by Duh102 on Sat Aug 01, 2009 3:28 pm, edited 4 times in total.



Fri Jul 24, 2009 4:46 am
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Post Re: Mod Contest 4 | Starts July 24th
Sweet, I am eagerly awaiting the theme.


Fri Jul 24, 2009 4:58 am
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happy carebear mom
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Post Re: Mod Contest 4 | Started, get modding!
Oh look, a theme.


Fri Jul 24, 2009 5:30 am
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Post Re: Mod Contest 4 | Started, get modding!
OH YEAH! I like this theme =D.

Quote:
-Booby traps must be bunker modules.

You might want to bold that. Otherwise, some people might not notice it.


Fri Jul 24, 2009 6:52 am
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Post Re: Mod Contest 4 | Started, get modding!
I can really use some booby traps in my base, looking forward to the entries.


Fri Jul 24, 2009 7:46 am
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Post Re: Mod Contest 4 | Started, get modding!
For obvious reasons, I think I'm going to sit this one out.


Fri Jul 24, 2009 8:36 am
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happy carebear mom
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Post Re: Mod Contest 4 | Started, get modding!
Kyred wrote:
You might want to bold that. Otherwise, some people might not notice it.

I'll do even better than bolding.


Fri Jul 24, 2009 12:42 pm
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Post Re: Mod Contest 4 | Started, get modding!
This could be an awesome source for inspiration (Dwarf Fortress FTW!).


Fri Jul 24, 2009 12:51 pm
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Post Re: Mod Contest 4 | Started, get modding!
Terrific - waiting for the first one to present boobies as a trap.


Fri Jul 24, 2009 3:12 pm
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Post Re: Mod Contest 4 | Started, get modding!
audiopulse wrote:
Terrific - waiting for the first one to present boobies as a trap.

Aww, I was gonna do that. );


Fri Jul 24, 2009 3:15 pm
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Post Re: Mod Contest 4 | Started, get modding!
They have to be bunker modules?
Damn.


Fri Jul 24, 2009 6:34 pm
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Post Re: Mod Contest 4 | Started, get modding!
CrazyMLC wrote:
They have to be bunker modules?
Damn.


This shouldn't be a limitation at all. What can't you attach to a bunker module?


Fri Jul 24, 2009 8:34 pm
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Post Re: Mod Contest 4 | Started, get modding!
so I hurried to make something, It works exactly as planned... but i'm not submitting it, because it's lame. I even think its lame, so I'm just deleting it.

I have an idea for a better one, that isn't as lame and over-used and pointless. but I don't know if I can make it. however on that note, I realize I would have been disqualified for either.

One was a pit, that can't be activated. (a pit that doesn't look like a pit, but a pit no less)
the other was just radiation bunker modules, but that can't be triggered, so it would also be disqualified.

I can't come up with any traps so, I won't be entering. I don't like traps.

(I know, I don't plan on entering, what was the point of the post? I wanted to enter, started to reply, but realized I couldn't come up with anything that works.)


Sat Jul 25, 2009 7:21 am
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Post Re: Mod Contest 4 | Started, get modding!
I have an awesome idea. *starts working*


Sat Jul 25, 2009 7:38 am
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Post Re: Mod Contest 4 | Started, get modding!
Would adding a actor/weapon/grenade to Bunker Systems count?


Sat Jul 25, 2009 8:42 pm
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