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Apologies In Advance For My Fucked Up Demo Filenames.
I finally finished playing the bronze winning entries.
Roman: Really sorry that I don't have a demo for you after the map itself had a sign asking for them, but I simply cannot even pull off the first several jumps, let alone complete the map. :( Props for doing something completely different to everybody else, and doing it well too. I did like how the map looked, it's as if Quakeguy ended up in some UE4 test map after a spectacular slipgate accident.
DelusionalBear: I think the judges were exceedingly harsh here since I don't think this map was anywhere near the worst of them all. Obviously it wasn't perfect, even considering the 100 brush limitations (ran out of time for a betatest?) but I found it enjoyable.
Second attempt demo, the first one ended in the void rather quickly.
Shamblernaut: If you're going to bend the rules in the most ridiculous way, at least make something interesting instead of a box map with a worse version of Qonquer for gameplay.
No demo, sorry not sorry.
Dumptruck: Perhaps you should have tried to make the worst map, so everybody would try out the "last place in the contest" to maximise the actual education potential. ;-) Fun concept, and the map looked fine for 100 brushes, but the rocket room was far too hard for a tutorial, and the invisible room wasn't the best way of showing changing gravity. Good work on the sound effects across the map too.
I made a first attempt demo but I somehow misplaced it, sorry. I gave up recording after dying several times anyway.
JCR map 1: Nice map, I tend to agree with the judges that while visually the map wasn't much (though props for attempting a base setting with non base textures), the gameplay was pretty fun, and fast paced. The thick green fog and Quoth enforcers abundance tickled my Warp Spasm nostalgia bone well.
Skill 2 demo, I missed the only secret.
Shotro: Cerebral Enema more like. Felt very much like a sequel or a b-side to your jam 9 map, with the difficulty and rather unique texture combinations. I had to come up with some creative ways of avoiding damage, gave me flashbacks to playing some Orl maps. I cheesed some of the Vermis fights but I don't see how else would they be beatable.
Three skill 2 demos.
Artistical map 1: No offense but I'm rather surprised by how this map scored higher than some of the ones I've just covered. It feels like there was no effort put into either the visuals (extreme darkness) or the gameplay. I ran to the exit as soon as possible (which was too soon?) as I wasn't very enticed to explore.
Skill 2 demo.
Newhouse: My favorite so far probably, the first map of this bunch that I played with an actual sense of place. The "barbecue" was a nice touch but I think I'd have preferred a map with strictly non-base monsters. The layout was interesting in how it looped around itself. Quite surprised it all fit within 100 brushes.
Two skill 2 demos.
Artistical map 3: Still pretty dark, though not unbearably so. I appreciated that the map attempted a monolithic visual, very appropiate for the quothic monsters, though I don't think Quake pulls off extreme minimalism too well. I go into more detail in my
three skill 2 demos.
What a fucking long write up. The other half of the demos will be coming today or otherwise soon.