Data Realms Fan Forums
http://45.55.195.193/

Mod Contest 6 | Voting NOW
http://45.55.195.193/viewtopic.php?f=1&t=17820
Page 1 of 9

Author:  Duh102 [ Sat Feb 13, 2010 1:37 am ]
Post subject:  Mod Contest 6 | Voting NOW

Image
SO MUCH TIME, SO FEW MOD CONTESTS

The theme of this contest is: ACrab(s)
Anything that is an ACrab

VOTE

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.

Like voting. There is a small problem, in that forum polls do not work. I'm investigating other offsite poll options. For now, don't worry about it, the polling topic will tell you how to vote.

Timetable is as follows:

Modding begins
February 12th

Modding ends and voting begins
February 27th
11:59 GMT
(modding submissions due at least, voting might be a bit later)

Voting ends
March 5th


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 should 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!

Author:  numgun [ Sat Feb 13, 2010 1:44 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

Meh, theme sucks. :pipe:

I can almost guarantee this contest will get entries worse than the ones in the christmas contest. Crabs are very complex to work with, especially if you want it to be something more than a dreadnought/drone clone.

Author:  Djinn [ Sat Feb 13, 2010 1:45 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

Neato!

Author:  dragonxp [ Sat Feb 13, 2010 1:49 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

great duh, i suck at offsets.

Author:  Duh102 [ Sat Feb 13, 2010 1:49 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

numgun wrote:
Crabs are very complex to work with, especially if you want it to be something more than a dreadnought/drone clone.

You know what, I agree. Making non-standard size optional. Sorry findude...

Author:  dragonxp [ Sat Feb 13, 2010 1:51 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

Well at least i don't have to make giant crab. Yay?

Author:  wiffles [ Sat Feb 13, 2010 1:51 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

well good luck everyone!

Author:  Duh102 [ Sat Feb 13, 2010 1:53 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

dragonxp wrote:
Yay?

You could get away with using the default Dreadnought base and shoving a rocket launcher in it. That wouldn't get you much in terms of voters though, unless it was resprited too.

Or the Mother Crab base too.

Author:  dragonxp [ Sat Feb 13, 2010 1:54 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

Heh, well I'm going to throw this together by next Monday and then, i'll test it xD

Author:  wiffles [ Sat Feb 13, 2010 1:56 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

I would be exited if A) I could mod well enough B)could concentrate long enough and C)If I could even get to playing CC, but yeah, were not gonna see a lot of entries that are exceptional due to the subject.

Author:  dragonxp [ Sat Feb 13, 2010 1:58 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

I should prove you wrong...

Edit: however i don't think i will make anything 'exceptional'

Author:  TorrentHKU [ Sat Feb 13, 2010 2:01 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

1 letter. 1 letter away from "crabs", in which case this would be awesome. Crabs are much more maliable, just look at Zalo's crab-clone monstrosity.

Author:  CaveCricket48 [ Sat Feb 13, 2010 2:27 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

So, the theme is any actor that's an ACrab? I think I have some good ideas already...

Author:  Grif [ Sat Feb 13, 2010 2:37 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

So, to clarify, literally the only qualification is that it has to be an ACrab?

That's looser than a ladylike in bangkok

Author:  Duh102 [ Sat Feb 13, 2010 2:38 am ]
Post subject:  Re: Mod Contest 6 | Starts NOW

Yeah. A bit more open-ended than usual. The more open-ended ones get more submissions at least.

Page 1 of 9 All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/