Cutstuff Forum

Cutstuff => Events => Topic started by: Korby on March 02, 2014, 04:47:11 AM

Title: Cutstuff Community Classes Contest #2
Post by: Korby on March 02, 2014, 04:47:11 AM
(http://i.imgur.com/RC3OCW6.png)
picture once again courtesy of smashbro


Welcome to the Second Cutstuff Community Classes Contest!

You didn't think I was only going to do one, did you?

In a Cutstuff Community Classes Contest, or CCCC for short, I will give out a theme. Then, contestants will enter with classes they made based on that theme!

Here are a few things you should keep in mind:
(click to show/hide)

Enough stalling, what's the theme?

YOUR THEME THIS TIME AROUND IS
Achilles' Heel
Make a powerful class that has a very obvious gameplay weakness!

An incredibly basic example of this is a Glass Cannon.

ENTRANTS:
(click to show/hide)

Good luck, everyone, and have fun making classes!

Remember,
While the winner is the only one GUARANTEED to be put into whatever we're calling CSCC, the judges may choose to add in multiple if there is another class of outstanding quality![/quote]
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on March 02, 2014, 04:51:22 AM
Ok i'mma join this time!
Title: Re: Cutstuff Community Classes Contest #2
Post by: xColdxFusionx on March 02, 2014, 04:58:31 AM
Ironically enough, I was planning for another theme and it still fits
Mark me down for this round!
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on March 02, 2014, 05:06:00 AM
Okay no

This is just too quick

I still have no idea how in the world to code-- but really the point is that you started this before 1 - 2 weeks passed at least






oh screw it sign me up
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on March 02, 2014, 05:17:44 AM
Normally, there should be about a decent break. February's just short, and there were delays in getting the thing finished, primarily a bunch of people couldn't finish in the original deadline.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on March 02, 2014, 05:19:46 AM
It hardly feels like we passed a week.


man, I need lessons, but the chances of that are low
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on March 02, 2014, 05:20:03 AM
I'm trying to figure out what you mean by gameplay weakness, Korby. Once I figure that out, I'll most likely enter this.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Kapus on March 02, 2014, 05:57:43 AM
That was quick.

Not planning on entering this one. I need some breathing time.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on March 02, 2014, 06:06:54 AM
Quote from: "Knux"
I'm trying to figure out what you mean by gameplay weakness, Korby. Once I figure that out, I'll most likely enter this.

"I'm good in these scenarios, but if I enter these ones, I'm absolutely horrible."

Also, technically Weo Weo Ice would count, though I'm not sure if he's particularly the best example.
He's strong, yes, but if you miss, you have to wait 10-ish seconds to try and do anything again.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on March 02, 2014, 06:10:14 AM
Perfect, I have a good idea. Count me in.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Hilman170499 on March 02, 2014, 06:16:01 AM
I don't know...
Probably I'll join because I'm bored.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on March 02, 2014, 06:18:18 AM
Oh! I should probably make it clear that it's totally fine if your class puts itself into its horrible positions. Like I said, Weo Weo Ice was an example, and his problem is massive cooldowns.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on March 02, 2014, 06:27:03 AM
Well i'll give some hints on what my classes weakness are.
1. The attacks are all indirect fire and have some sorta gimmick to them
2. massive weakness to fire and rocks
3. again there is no direct attacks in my class at all
and what i mean by direct i mean like iceslasher direct
and my class will be a mix of ice/elec
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on March 02, 2014, 06:57:37 AM
Sign me up.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Russel on March 02, 2014, 08:44:22 AM
+Signup~

I'mma make Tubba Blubba!

not really
Title: Re: Cutstuff Community Classes Contest #2
Post by: Stardust on March 02, 2014, 09:46:37 AM
Good luck to everyone joining.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Beed28 on March 02, 2014, 11:53:00 AM
Heh, this sounds like it's gonna be fun.

+Signup
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on March 02, 2014, 04:35:34 PM
What's with this guide?

Quote
COOW B 0 A_FireCustomMissile("CoolProjectile",0,0,8,0) // Fire the Cool Projectile.

So I get to learn what this whole line is doing, except for the bolded.

Quote
COOW B 0 A_PlaySoundEx("CoolClass/coolattack","Weapon")
COOW B 0 A_FireCustomMissile("CoolProjectile",0,0,8,0)
COOW B 0 A_TakeInventory("CoolWeaponAmmo",1)
COOW CD 2
COOW B 0 A_PlaySoundEx("CoolClass/coolattack","Weapon")
COOW B 0 A_FireCustomMissile("CoolProjectile",0,0,8,0)
COOW B 0 A_TakeInventory("CoolWeaponAmmo",1)
COOW CD 2
COOW B 0 A_PlaySoundEx("CoolClass/coolattack","Weapon")
COOW B 0 A_FireCustomMissile("CoolProjectile",0,0,8,0)
COOW B 0 A_TakeInventory("CoolWeaponAmmo",1)
COOW CD 2
COOW D 32

wow that's a nice guide you've got there
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on March 02, 2014, 04:39:59 PM
Look at the ZDoom wiki for more details about anything that starts with A_ . The CD 2 lines are simply animations. D 32 is the delay after firing the projectile.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on March 02, 2014, 06:06:31 PM
Quick question Korby? if i were to send in my class is it final or can i make changes and resend it before the due date? also who do i send it to?
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on March 02, 2014, 09:45:02 PM
You're free to make changes, though I'm not sure why you'd submit until you're finished.

I would suggest sending things to either Ivory or Messatsu.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on March 02, 2014, 10:19:25 PM
That moment when I realize most of my ideas just link to Faceless Void

I hate time powers sometimes
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on March 02, 2014, 10:24:17 PM
it's totally fine to take inspiration from other things.
messatsu is heavily based on akuma, and korby is obviously based on black mages
Title: Re: Cutstuff Community Classes Contest #2
Post by: Davregis on March 02, 2014, 10:32:22 PM
Hmm, I'll see if I can do something here

-ENTRY #2
Title: Re: Cutstuff Community Classes Contest #2
Post by: Galactan on March 03, 2014, 12:19:31 AM
Eh.
I'll give it a shot, I guess.
Title: Re: Cutstuff Community Classes Contest #2
Post by: MasterXman on March 03, 2014, 12:45:20 AM
This can't fail. This can't fail at all!

*JOIN
Title: Re: Cutstuff Community Classes Contest #2
Post by: Lighjing on March 03, 2014, 01:14:51 AM
PUT ME IN COACH
Title: Re: Cutstuff Community Classes Contest #2
Post by: SmashTheEchidna on March 03, 2014, 01:32:50 AM
I just hope that I don't take 2-3 weeks on the planning phase again. :I
Title: Re: Cutstuff Community Classes Contest #2
Post by: Hilman170499 on March 03, 2014, 02:18:01 PM
Oh yeah. I want to ask a question:
Purely for asthetics, are we allowed to make a completely custom HUD for the class?(using fancy new bars instead of standard Mega Man styled ones for example, that is, of course, as long as our fancy new HUD does not obscure too much of the screen.)
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on March 03, 2014, 02:59:49 PM
How crippling does my disadvantage have to be?

Is it good enough to have to stand still to regenerate ammo plus having an attack that holds me in place?
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ukiyama on March 04, 2014, 01:07:57 AM
I guess I will take another crack at this compo thing  :ugeek:
Title: Re: Cutstuff Community Classes Contest #2
Post by: Reemu on March 04, 2014, 01:09:42 AM
Well, seems like it's time for Nemu to code a class.
Count me in.
Title: ATTENTION, CONTESTANTS
Post by: Davregis on March 04, 2014, 12:31:48 PM
Hello, all!

Quite frankly, I can't sprite to save my life.
As you all know, however, I can code DECORATE moderately well.

I'll code an entry for someone if they agree to make my Skin/HUD

If interested, PM me for details and send me an example of your spritework, please.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on March 04, 2014, 02:38:49 PM
I'll be extremely busy with college this week and the next, which would leave me with about a whopping four days for this. That, and I'm pressed for time because of something else. I'm beginning to doubt I'll get anything done.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Galactan on March 05, 2014, 02:24:21 PM
Quote from: "Waruigi"
Eh.
I'll give it a shot, I guess.
Never mind, I can't find any time to do this.  I'm dropping out.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on March 05, 2014, 05:03:45 PM
I don't know how you can have a weapon that explodes but doesn't hit the target even when you freeze the game and place it right over someone

I can't even see the sprite unless I freeze the game
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on March 06, 2014, 03:03:51 AM
Your explosion cannot be on the first frame of its spawn state, put it on a later one.

If that does not fix the problem, mind letting me see the code?
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on March 06, 2014, 03:39:17 AM
Oh yeah I forgot to say that I got past this issue
Title: Re: Cutstuff Community Classes Contest #2
Post by: CHAOS_FANTAZY on March 07, 2014, 02:23:10 AM
It's a shame I can't make classes; I read this prompt and I formulated an idea that might actually be somewhat clever.  Oh, well.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on March 07, 2014, 02:36:02 AM
You have a month to learn and there exists a tutorial/template.
It's not too hard to learn the easiest language ;D
Title: Re: Cutstuff Community Classes Contest #2
Post by: JaxOf7 on March 08, 2014, 07:54:05 PM
I am entering.
I am entering Zangief for my "main" entry.

Have other stuff planned... let's see how it goes...
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on March 08, 2014, 08:13:26 PM
There seems to be no instruction for implementing the critical hit / weakness stuff.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Russel on March 08, 2014, 08:47:27 PM
To iterate, the class template does cover how to make the classes take reduced damage from damage types, but does not specifically state that is how weaknesses work. Neither does it cover the special effects that appear when a player is struck by an attack they are weak to.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on March 09, 2014, 02:15:00 AM
cold fusiooooooooooooooooooooon

I honestly have not looked at how Cold Fusion set up his weakness effects, but I believe that you just set your pain states that you should be weak to to send you to the weakness state thing that's found in the class base.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Jakeinator on March 09, 2014, 04:23:12 AM
Uhh, put me in as a maybe. I'll try to get it in on time, but my free time is somewhat scarce now.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ivory on March 11, 2014, 06:40:06 AM
I stepped down as a judge (partly because I didn't even properly agree to doing this) and King Dumb is my replacement.
Send submissions to Mess now. Cya. As for Gummy, I already redirected your PM to Mess, so don't worry about that.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Davregis on March 11, 2014, 02:47:33 PM
I'm going to withdraw
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on March 14, 2014, 03:53:36 PM
I submitted my class to mess!
Title: Re: Cutstuff Community Classes Contest #2
Post by: Beed28 on March 16, 2014, 11:34:34 AM
I'm pulling out of this. I can't seem to bring myself to even start my class so soon after the first contest.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Russel on March 16, 2014, 03:57:16 PM
I must be on a roll now or something. I finished my class long ago and started hammering out reworks for my old as heck weapons pack. This is more work I've done for 8BDM than I've done in the past six months.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on March 16, 2014, 04:31:53 PM
I'm still working on my class. It's probably good enough to submit now, but I'm holding it off.
I'm also prioritizing code over aesthetics. Yes, all the visuals are still core game sprites.

Still trying to balance things and make the recently added altfire do what I need it to do.
Title: Re: Cutstuff Community Classes Contest #2
Post by: SmashTheEchidna on March 17, 2014, 05:41:10 PM
I think I'mma withdraw. Even though I did come up with a couple of ideas, I got so caught up in a bunch of other things that I haven't even started on my class. And I don't want to cram in a bunch of crap at the last second, so...yeah.
Title: Re: Cutstuff Community Classes Contest #2
Post by: MasterXman on March 19, 2014, 01:57:50 PM
Whelp... Seems like there won't be any stars shining this time...
I'll withdraw
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on March 21, 2014, 03:50:04 AM
I have sent in my class.

I also have high doubts of my success.
Title: Re: Cutstuff Community Classes Contest #2
Post by: !o! woohoo on March 21, 2014, 05:19:57 PM
I'm entering!

My class is done, I didn't submit yet tho.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Lighjing on March 22, 2014, 05:07:53 AM
Well, I think I'm done, I can't enter, sadly, so the competition will sadly be missing out on Weo Weo Shield. It was mostly done, and I went to open it up, and it was corrupted. Like, I couldn't open it, even the back ups. It turns out something went wrong with my Slade and all the PK3s and WADs I'd saved with it had become corrupt. So I guess I'll enter next time around.
Title: Re: Cutstuff Community Classes Contest #2
Post by: !o! woohoo on March 22, 2014, 01:06:23 PM
Quote from: "Lighjing"
Well, I think I'm done, I can't enter, sadly, so the competition will sadly be missing out on Weo Weo Shield. It was mostly done, and I went to open it up, and it was corrupted. Like, I couldn't open it, even the back ups. It turns out something went wrong with my Slade and all the PK3s and WADs I'd saved with it had become corrupt. So I guess I'll enter next time around.

Even though you can do more on Slade, I use SlumpEd, for SlumpEd has much less glitches than Slade.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on March 22, 2014, 11:18:04 PM
Due to a few requests, King Dumb being busy tomorrow, and some other stuff, I'll be extending the deadline by one day.

Your classes are now due on SUNDAY, March 23rd, at 11:59PM[/size]
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on March 23, 2014, 06:36:38 AM
My class is done and I sent it to Llama since he's a judge. Hope that's fine.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on March 23, 2014, 02:01:36 PM
After sending in my class, I realized that it's awfully similar to a class that already exists within CSCC. While that's not the point of "judges doing their judging", it'd be much better, if I had added a shield mechanic.

If only I had watched more gameplay of any of the Halo games earlier.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Hallan Parva on March 23, 2014, 02:33:28 PM
Cherry please tell me your class has an Armor Ability :ugeek:


no wait that was only in Reach (and Halo 4 to an extent)

fof
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on March 23, 2014, 04:04:22 PM
(click to show/hide)

This, with a mix of Conjuration from Elder Scrolls, making a conjured shield of sorts. The already existing altfire would've worked very well, as if only being able to be used when the shield is active.

Oh well. I feel like I can't finish a shield that changes an altfire within such a short period of time, so I'm going to leave the class as is. Besides, I already sent it in.

Also, the class is so similar to Messatsu that it's sad.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on March 26, 2014, 09:37:47 PM
Any updates? I don't want this to end up like SmashBro's mapping contest. >_>
Title: Re: Cutstuff Community Classes Contest #2
Post by: King Dumb on March 27, 2014, 03:14:10 AM
No worries, this will not end up like that. The delay is due to complications with compiling the classes (as far as I am aware, anyway), as well as waiting for a time when all three judges are available together. But we are keeping on top of it. Sorry about the delay to everyone.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on March 28, 2014, 12:27:29 AM
Quote from: "Gummywormz"
Any updates? I don't want this to end up like SmashBro's mapping contest. >_>
Don't see why it would. The first one got done rather quickly. About 5 days after the due date, the winner was announced.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ukiyama on March 28, 2014, 12:43:46 AM
Quote from: "Knux"
Quote from: "Gummywormz"
Any updates? I don't want this to end up like SmashBro's mapping contest. >_>
Don't see why it would. The first one got done rather quickly. About 5 days after the due date, the winner was announced.

viewtopic.php?f=43&t=5918&start=10 (http://www.cutstuff.net/forum/viewtopic.php?f=43&t=5918&start=10)  :ugeek:
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on March 28, 2014, 02:15:33 AM
I'm talking about the first Classes contest though.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Rozark on March 28, 2014, 02:02:45 PM
But he was referring to the mapping contest.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on April 06, 2014, 03:13:03 AM
Can we ask exactly what is currently being a pain to compile?
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on April 06, 2014, 05:44:47 AM
Primarily that no one wants to do it due to a lack of good organization rules for contestants.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on April 06, 2014, 08:56:22 AM
is my submission part of the problem?
Title: Can't be worse than working with google drive api...
Post by: Gummywormz on April 06, 2014, 09:20:16 PM
Did someone replace all the weapons? Are there a lot of pain states or did everyone choose the same sprite names? It should be just a bunch of copying and pasting and that's it...
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on April 07, 2014, 12:27:46 AM
i think it's primarily because trying to find things is taking a lot more effort than it should take idk
like stuff is put in random spots in files or something

i was going to do it today but wow sudden sickness kind of sucks
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on April 07, 2014, 02:08:28 AM
well i made sure i kept all my stuff neatly packed in the files.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Russel on April 07, 2014, 02:39:09 AM
Well neatness isn't the problem here, it's where the files are located.
Simply the number of classes to work with, as well as the number of files people put stuff in. The harder things to work with are the classes that edit other files those aren't fun because they require the implementer to make sure everything they changed in the file gets ported in.
The instant I realized how big of a problem it was, I suggested the following rule that will likely get added in the next competition:

I know this rule sounds strict as hell, but without it, things like this compo being delayed will happen and continue to happen because people don't have the patience to look through every file to find out which lines are changed and where. I would like to note that I don't have very much patience with things which generally causes me to try and pick up projects only to drop them due to not knowing what to change first; this caused an instant hatred for implementation of classes into a single pk3.

Oh and another thing...even though this is Korby's fault...
Don't add your copy weapon drops and replacement actors to the drops and replacement files for the core weapons, add them to your class weapon file instead. This will save on clutter and be less work overall for the implementers.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on April 07, 2014, 07:07:41 AM
doh! i knew i should have added a text file saying what i did! sorry.... anyways the only things in my pk3 that would be hard to find is my sbarinfo stuff everything else is in its own folder and proper place... i think... i cant check due to me not having my laptop atm...
Title: Re: Cutstuff Community Classes Contest #2
Post by: !o! woohoo on April 07, 2014, 01:31:53 PM
Well, I think I forgot to put my damage type thing on the list but the things I edited were probably Sbarinfo and the base class for the damage type.
Title: I keep wanting to amend the rule...
Post by: Russel on April 07, 2014, 01:55:43 PM
Quote from: "!o! woohoo"
Well, I think I forgot to put my damage type thing on the list but the things I edited were probably Sbarinfo and the base class for the damage type.

That's what pretty much everyone did...the damage type thing wasn't a requirement but has the same idea basis as the new rule I asked to be added.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on April 07, 2014, 01:59:45 PM
If I recall correctly, I only changed:

> The CoolClass folder, and it's name. Oh what, why did I tack my own name on it?

> SBARINFO, KEYCONF, and DECORATE for sure, it's necessary.

> Sprites and Graphics
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on April 07, 2014, 10:58:59 PM
If it's of any help...

* BOT.acs is new and just includes the script for the bot to receive the bot weapon.
* BOTINFO is also new.
* WCOLORS has new stuff on lines 141, 302, and 382.
* SNDINFO is also completely new
* KEYCONF is obvious enough...
* TEXTURES just has JKIKICO (lines 14-19) and BARAMTY2 (lines 21 - 24)
* SBARINFO is the first thing under the commented sections. (lines 95 - 103, and lines 671 - 679).
* GLOBAL is unchanged
* LOADACS is new.
* Everything in Tsuyoi.txt and the Tsuyoi folder is all that is changed. (The weapon dropper is in the weapon file)
* Sounds, sprites, and graphics all have their own Tsuyoi folder with everything in it.

Also, I said that there were 2 separate versions of the file I sent. It turns out I only sent in 1. Luckily, the version that I didn't send had some things missing in it anyway.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Hilman170499 on April 08, 2014, 05:57:08 AM
If you haven't thrown mine in yet, here are my changes to the file...
-New colour and ammo refill in WCOLORS(128, 283, 360)
-A new bot in BOTINFO
-A new HUD in SBARINFO(easily seen right off the bat for horzontal and vertical)
-A bunch of sprites in TEXTURES
-A couple of special damage types and their effects in classbase(197 - 204)
-Some copywep trinkets in wepgiver and wepdropped(bottom for both)
-Oh yeah, before I forget, SNDINFO obviously introduces a new set of sounds for my class.
That's all I can make out of it. Thanks in advance.

Anything else is either unique files or unchanged(most likely).
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on April 19, 2014, 10:51:27 PM
Okay, this is sad. Clearly nobody's actually doing anything.

At this point I'd almost be willing to do the compiling myself because it's almost been a month since the date we had to stop.

Also if I could I would probably change my own class's name for sure
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on April 19, 2014, 11:36:57 PM
I also volunteer for compiling this thing, though I wouldn't be able to start on it for about a week.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on April 23, 2014, 02:34:39 PM
better start before anything near v4a

reasoning for this is because we don't need to fool with modifying every single class once v4a is out
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on April 24, 2014, 02:22:48 AM
Yeah, could we get this done this weekend maybe?

Or at least confirm / deny the people who want to help out >_>.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on April 24, 2014, 02:54:43 PM
I could have sworn I responded to the offers...

I'm alright with you doing it, Gummy. I'll try and get you the things in a little bit.

We really have no excuses for our behavior, it was highly unprofessional, especially for a contest that is offering pixels.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on April 26, 2014, 06:03:42 AM
And it's done: http://static.best-ever.org/wads/cccc2- ... nesses.pk3 (http://static.best-ever.org/wads/cccc2-therearenoweaknesses.pk3)

Lego gets a medal for being the most disorganized.
Hilman gets a medal for not implementing SBARINFO in a proper manner.
ColdFusion gets a medal for the most obvious entry.
Knux gets a medal for somehow feeling the need to inherit from the first class base to add pain states.
Treo gets a medal for having lazy HUD implementation so the class would break without having the CoolWeapon HUDs.
Ceridran gets a medal for having a simple, Teaparty influenced class.
I get a medal for compiling this in less than 3 hours yet never finishing or fixing anything else for like 4 months at a time.
Ukiyama gets a medal because I almost forgot to add your class.
Zard gets a medal because lol.
And Jax gets no medal because I have no medals left to give.

CONTEST OVER! See you next time.

EDIT: Fixed Juri's pain state stuff.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Davregis on April 26, 2014, 12:30:10 PM
Whoever coded Zangief did something amazing with the class.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on April 26, 2014, 01:02:11 PM
Gummy, what from hell did you pull out and put into my charge attack sound?

haha that's your own fault Ceridran

.. That aside, I fail to see the achilles heel in most of these classes.
Title: Re: Cutstuff Community Classes Contest #2
Post by: SmashTheEchidna on April 26, 2014, 02:09:15 PM
Jax needs a medal because Zangief is the best class.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on April 26, 2014, 02:30:23 PM
A quick reminder that low attack power is not an Achilles' Heel. Fine. Gameplay weakness. But if you think of it as what an Achilles' Heel should be, it's a vulnerability.

Just remember the themes before you place your votes that don't really change much.

Also..
(click to show/hide)
Title: Re: Cutstuff Community Classes Contest #2
Post by: Davregis on April 26, 2014, 06:29:31 PM
Quote from: "SmashTheEchidna"
Jax needs a medal because Zangief is the best class.

seconded
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on April 26, 2014, 08:01:41 PM
I disagree.

Zangief may be fun to play as and have fancy ACS animations, but he has an inescapable 2HKO (sometimes even an OHKO). He can dash rather far and at a great speed. There is little cooldown between attacks, and he has decent base speed and armor. If you try to sneak up on him during a throw, you get hit with an 80 damage explosion. Also he can fly. Only Zard and Juri have any chance against him, and those classes are also broken (Juri is only slightly OP, Zard however...). Zangief should not be considered for first place. Viz and Knux are the only good classes here, though they don't seem to have much of a "heel".
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on April 26, 2014, 08:59:54 PM
huh..... i guess i made my class op? or is my main attack hard to avoid? i could have sworn i made the hit boxs for the main attack smaller then what it looks like....
Title: Re: Cutstuff Community Classes Contest #2
Post by: Celebi on April 26, 2014, 09:54:31 PM
Hey, if you're going to judge things based on the damages, you're not doing a very good job.

Lets do an example.  If Zard's lightning bolts did 1 damage, is he still a bad class?  In my eyes yes, because he still has no weakness that I can obviously see.  You should be looking at the gameplay of the character and see if they are FUN and have an OBVIOUS weakness.  The fact that several people chose to do slow/melee + whatever classes is pretty much making it a little easier for Zangief to overpower them.  That is his he works, his close range skills are simply amazing, but he obviously has a projectile weakness.  He can try to get in close with his suplex charge, but if he misses that, he is left open for quite some time.  Remember the rules of this contest? "Make a powerful class that has a very obvious gameplay weakness!"

-Treo, unsure what his weakness is, seems to be the slow but powerful route.

-TankSnail, once again same route.

-Awadphec, a glass slightly speedy class, seems to be able to only charge ammo when sitting still.  Doesn't really seem like much of a gameplay weakness?

-Viz, Vel'Koz was here, a slow glass class with a teleporting thing.  Breaks on some maps and can put you in some unreachable locations.  

-Tsuyoi, a slow sturdy full melee class.  There isn't much to say, he has no power and can't accomplish much on his own.  The jump kick idea is neat, to bad its buggy and hurts himself, even when it hits.  He would of better been off being a quick durable guy with melee attacks that damage him if he misses.

-Knux, a slow, high jumping, sturdy class with the gameplay weakness of all his attacks being able to hurt himself.  He has a variety of ways of keeping away from people, which he wants to do, otherwise he'll hurt himself.

-Nature's Wonder, a slowish, proto armor DEER.  Has a variety of positions it can defend itself with crystals, though the diamond formation doesn't seem to work.  Its altfire crystal missile, can be rather unreliable at times when hitting certain angles.  Unsure what his gameplay weakness is.

-Zard, a normal speed?, sturdy+ armor class with dumb amounts of fire power.  I am highly unsure what his gameplay weakness is. (Massive weaknesses to fire and stones don't really count AND resistances to electric and ice)

-Zangief, a slow, toad armor class with powerful close range grabs.  He has the ability to close the gap with his charging suplex, but can suffer greatly if he misses any of his grabs.  Altfire does a double liaret to do some simple damage and protect him from anything.  (Except his own grabs haha!)  His flying suplex allows him to attempt to reach people high up and is only able to grab people who are in the air.  Zangief's gameplay weakness is he is full on short range melee and can easily be overcome with projectiles and people simply running away from him.
Title: Re: Cutstuff Community Classes Contest #2
Post by: diego58 on April 26, 2014, 11:15:10 PM
I join it!!!! :lol:
is good time for classes
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on April 27, 2014, 12:38:56 AM
These are my own opinions on each the class, though I'm mostly just describing them.

EDIT:
what

you call those opinions/reviews? you're just describing the classes
Title: Re: Cutstuff Community Classes Contest #2
Post by: xColdxFusionx on April 27, 2014, 02:44:35 AM
My thoughts about the classes:

Treo: What the hell is Treo's weakness? Also his second bar recharges way too fast; you can just tees for days.
TankSnail: He's completely gimped by his weakness. It's also really gimmicky and not very well executed imo. Alas, it's actually one of the few actually noticeable weaknesses.
Knux: Bubble jousting. Bubble arrows. Bubble mines. He's all around fun, but his weakness isn't nearly as noticeable as it should be.
Tsuyoi: Another class with a weakness which gimps him to death. He needs to be able to hit things...
Vis: ...OK, the functioning LeBlanc jump scores you some points imo. And you can easily tell what this class's weakness is supposed to be.
Awadphec: More melee classes! ...Standing still for longer than a few seconds is kind of a death sentence in this game, especially on a close-range class, and I'm not entirely sure the attacks really justify it.
Crystal Maiden Deer: ...The second crystal wall should have
Zangief: Jax gets points for spectacular animations and actually having a noticeable weakness of melee + self-stun, then loses them for other questionable design decisions. Seriously, 70-damage AoE Atomic Buster that renders him basically untouchable? Mad sprint that moves at Chargeman speed for 30 damage and disorientation? Flying Zangief?
Zard: ...Patchouli taught me the hard way that "find cover" isn't exactly a viable answer to the question "how do I dodge this attack?". Let's just leave it at that.

And finally the explanation that no one was really looking for:

Juri: Gummy you messed up the painstates how could you. I do admit that the Paranoia Creepers ended up being on the silly side, though that was partly because the idea came to me halfway through development. Basically, the class's weakness was supposed to be that she would have to be in battle a lot to keep herself from taking extra damage and she had to set up her big damage attacks by stacking roaches on people. Of course, the roaches ended up being the most obnoxious thing in the universe. The roaches were originally supposed to fly at targets and boomerang back after a few seconds, but I had the idea of homing search snakes and I couldn't pass it up...
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ukiyama on April 27, 2014, 03:05:13 AM
Quote from: "Celebi"
-Nature's Wonder, a slowish, proto armor DEER.  Has a variety of positions it can defend itself with crystals, though the diamond formation doesn't seem to work.  Its altfire crystal missile, can be rather unreliable at times when hitting certain angles.  Unsure what his gameplay weakness is.

I would like to point out that offline, everything works correctly, never got a chance to get a test of my class online, and couple issues cropped up. Probably pretty easy fixes for all of them as well.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on April 27, 2014, 03:21:26 AM
Quote from: "xColdxFusionx"
Awadphec: More melee classes! ...Standing still for longer than a few seconds is kind of a death sentence in this game, especially on a close-range class, and I'm not entirely sure the attacks really justify it.

>a melee class

oh
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on April 27, 2014, 03:38:38 AM
Quote from: "Celebi"
Hey, if you're going to judge things based on the damages, you're not doing a very good job.

Except damage is not the only issue. You can't even do anything to damage him while he is grabbing you. He is not open enough after a successful throw to counter him. His dash is quick and can cover a decent amount of distance. If he threw you farther away from him, he wouldn't be so bad, but in his current state, with slow classes or not he is an issue. Also he can fly.

Quote from: "xColdxFusionx"
Juri: Gummy you messed up the painstates how could you.

I fixed it...

Treo: As others have said, I'm not sure what his weakness is. His main fire can be charged to sap more health and has an arc, but his alt fire is an infinite-range attack that you can guide easily. He can also plant exploding trees because why not. His abilities don't seem to work well together. It's like they are there because they can be.

Tank Snail: This one is a bit odd. He overheats way too easily and can't do anything of value when he does. Yet, his main fire takes away over 50% of your health and slows you down. This makes it really easy to land another hit. The mucus left on the ground also doesn't seem to do anything.

Knux: This class is pretty decent. His weakness is well integrated, but it doesn't really affect him too badly a lot of the time (especially since you can just push people away).

Tsuyoi: Yes, he is useless. I thought I made it so you can't outpace your fist, but I guess that didn't work out. I made him too weak, because I thought the other entries would be more like Awadphec and Tank Snail. He for sure needs a range buff, and the self-damage on the jump kick should be removed (the stun would be kept though).

Viz: His weakness is that he is short range and has low health. However, his rate of fire combined with the ability to blind people kind of nullifies this. Other than that he is ok.

Juri: The weakness here is that you have to keep hitting players to not die. However, your rate of fire, ammo regen rate, and the homing ability of your roaches makes it impossible not to hit anyone. The paranoia debuffs are too strong and are easily stacked, to the point where a single altfire after 3 roach hits (which isn't hard to do at all, especially considering the roaches can jump) is instant death even to the more bulkier classes. Your own paranoia generates far too slowly. I never had a single situation where paranoia stacks on myself killed me, especially considering one hit removes all your paranoia, no matter the level you are at. Make the roaches not homing, speed up the paranoia stack rate, and make it so that one hit clears only 1 level of paranoia.

Awadphec: As mentioned, standing still to regenerate ammo just ruins this class, especially combined with the fact you have to charge and stand still to fire. Glass health tops this one off to be terrible.

Ukiyama / Deer: This class is pretty unconventional. The crystals don't cause hit stun, which is a huge problem especially with Zangief running around. The alt may look useful, however it summons the crystal from the top of the skybox. This means on some stages it takes far too long to fall down to be really useful.(MM2DW1, anyone?)

Zard: His amazing weakness is the ability to fire 50 homing projectiles at once...in a single shot. But don't worry, he has an insane rate of fire and ammo so he can send 500 more out very easily. To top this one off, you have 2 separate ammo bars, so you can still spam your not ice wave while waiting for your electricity to regenerate.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on April 27, 2014, 04:22:05 PM
related chatlogs

bolded things that should be noticed

obviously, mostly concering Zangief as usual

(click to show/hide)
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on April 27, 2014, 06:36:02 PM
As a side note, if you're doing another contest, use something like zipdiff (http://zipdiff.sourceforge.net/) to point out differences between archives (especially considering we're all susposed to use the template).
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on April 27, 2014, 06:58:13 PM
Bwoah shit, this got going all of a sudden. I almost didn't notice it, but I'll try out the file later.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on April 27, 2014, 08:31:09 PM
Quote from: "Ceridran"
(click to show/hide)
i was more or less asking how is my class OP? but after reading this i found my answer....
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on April 27, 2014, 11:06:47 PM
A lone class, "Ninjaman" was not included; take a look via Slade yourself, he's there, but missing in keyconf.

Nevermind!
Title: Re: Cutstuff Community Classes Contest #2
Post by: Gummywormz on April 27, 2014, 11:16:38 PM
I had no clue what class that was. It was in Treo's individual entry pk3, but the DECORATE / KeyConf was not included in the main files. I assumed it was a leftover considering that Jax also made Knux and they were separate entries. If there was a note that the class was to exist / it was included in KEYCONF I would have included it.
Title: Re: Cutstuff Community Classes Contest #2
Post by: diego58 on May 02, 2014, 01:08:55 PM
It's too late to participate?  :?
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on May 02, 2014, 01:20:29 PM
Yes, playtesting has already gone through, but our judges just have to come to their conclusion.

If they do.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on May 07, 2014, 03:41:31 PM
I'm still waiting on this, so here's some opinions on the classes meanwhile.

Treo:
(click to show/hide)
Tank Snail:
(click to show/hide)
Knux:
(click to show/hide)
Tsuyoi:
(click to show/hide)
Viz:
(click to show/hide)
Juri:
(click to show/hide)
Awadphec:
(click to show/hide)
Nature's Wonder:
(click to show/hide)
Zard:
(click to show/hide)
Zangief:
(click to show/hide)
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on May 07, 2014, 03:58:29 PM
can I ever stop responding to comments on my class
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on May 07, 2014, 06:35:39 PM
I forgot to mention my top three picks:
(click to show/hide)
Title: Re: Cutstuff Community Classes Contest #2
Post by: King Dumb on May 11, 2014, 05:51:59 PM
This is getting ridiculous so I'm posting my opinions. I would like to apologize again on behalf of myself and my fellow judges. This unprofessionalism is truly inexcusable. You have all been waiting patiently while things have not gone well behind the scenes, and for that I thank you. I am trying to fix this as much as I can by posting one third of the judge scoring. My method of judging focuses first on the theme, conceptual and in execution - the Achilles' Heel. Secondly, I judge based on class coherence - that is, how well the class is designed, essentially (this includes intuitiveness!). Thirdly, I focus on technicality - this means execution, balance, etc. I'm going to try and keep the anecdotal stuff to a minimum and focus on the relevant.

Treo
I had fun playing as Treo. And not just because he can beat Zangief. I enjoyed using all of the attacks, and each had its own depth. That's points for design to be sure. Playing as this class really immersed me, because I have to focus on any attack I use, but my focus is rewarded.

Unfortunately, this class has no obvious Achilles' Heel in gameplay. His slower speed seems to be getting at it. Unfortunately, slowness is a difficult Achilles' Heel to implement well in a projectile game like this one, since usually opponents want to get close anyway. In addition, Will-O-Wisp compensates a good deal. Finally, these classes are being judged for TDM I am told, so Treo will be able to find someone to leech off of even if someone else is trying to hit him out of his range.

Tank Snail
The Achilles' Heel on this class is better executed, because I can feel myself limited in certain situations during gameplay. Tank Snail is prone to overheating, and his movement leaves much to be desired. I like the overheating weakness; I would have liked to see it a bit more dynamic than it is here, but the concept is nice. It's a good thing he can take a hit or two, because with the overheating, you won't have access to that rocket for much of your fights. His projectile is very powerful, though.

Unfortunately, in addition to his overheating, Tank Snail is vertically challenged, slow, and is punished dearly for using his rocket. This winds up meaning you will hardly ever want to use the rocket, especially in DM.

Awadphec
This class is satisfying to be offensive with. His attacks are rewarding, when you land them. He is powerful and fast, but very weak defensively and is vulnerable and immobile during his ranged attacks, which must also be charged up by remaining immobile. My first impression was that this class was the result of overcompensation in both directions, making a class that is very map- and population-dependent. Upon further playing, I found that functional analysis to be mostly correct. I would tend to think of that as a negative in the design department. Usually more map-dependent things are undesirable.

Nevertheless, the class does fit the theme very well: powerful class, crippling weakness(es). Extra points for a Heel that isn't just speed vs. power vs. defense.

Viz
A very fun class to play. Coherence-wise a very well-made class. However, in the theme department he falls far short in my eyes. For an Achilles' Heel to work, it has to be just that: an unprotected weakness. Classes can compensate somewhat for their Heel, such as in certain favorable situations, but otherwise it should be largely uncovered. Viz's slow movement is so well compensated by his teleportation that it doesn't feel like a Heel, and his frailty weighed against his offensive prowess makes him less of an Achilles' Heel class, and more of a simply well-balanced class.

Tsuyoi
I certainly feel limited when using this class. To me, the Heel on this class is so overbearing and constant that it does feel like the class is just unfinished, or needs rebalancing. However, credit where credit is due, as he does have a crippling gameplay weakness. When you are successful with this class, it does feel satisfying and even fun. I was not convinced with playtesting that the class fits the criteria quite right, however, as stated above.

Juri
A fun and unique Achilles' Heel (within the restraints of this competition, that is), and technical points for implementation. However, as people have stated, the speed and aggression that this class promotes and rewards are enough to keep this Heel from rearing its ugly head too much. Unlike other classes, though, that compensate for their Heels with other design choices that you always have, Juri forces you to work to cover your Heel. However, in doing so, I often found myself forgetting about that aspect all together, as I was killing enough.

Knux
Points for a unique Achilles' Heel that is a constant worry but, unlike Tsuyoi, is integrated very well into the class design and is weighed against great power. Like some other classes, Knux does try to compensate for the Heel, and like Awadphec, the severity of the Heel varies greatly depending on the map. However, I really enjoyed playing as this class and it is coherent and well-designed.

Nature's Wonder
I had more success in-game with this class than I originally imagined I would. Nature's Wonder struggles to deal with enemies as close as mid-range even, but close range its great fun to use the different Crystal Formations. I had much less success, however, with the altfire (except for dealing with Awadphec). The huge delay means it is not only pure prediction, but also extremely good prediction, because you act on info that is extremely outdated by the time of impact. Still, I did manage to land some hits and it was fun to try. The Achilles' Heel on this class is sort of a combination of factors, which, while it is effective in crippling an otherwise powerful class, leaves something to be desired in the conceptual department.

Zard1084
This class is fun to use! But probably too fun, as most of the enjoyment came out of the sheer destruction he causes. The two weapons you wield are very nifty. Unfortunately, the raw power of this class means the strategy these weapons would otherwise promote is unnecessary. Theme-wise, his weaknesses are elemental, which misses the mark in terms of the Achilles' Heel.

Zangief
Perhaps the most controversial class in this competition. I will say that many who brought up how his flight compensates too much for his slowness forgot to mention the landing time he takes, which is a opening for an attack. However, as I mentioned similarly earlier, this still does lessen the effect and impact of the Achilles' Heel; the more you compensate for the flaw of the Heel, the less like a Heel it becomes, and the class simply becomes more like a naturally designed class: strong points and weak points. The difference between that an Achilles' Heel, in my interpretation, is that in the latter case, the weakness is exploited through a certain, very conscious playstyle. In the earlier case, the weakness is exploited more naturally through normal gameplay. This is why glass cannons, while certainly counting as having Heels, win less points in that department.

Now, about Zangief in particular. Raw power weighed against slow movement outside of his flight and a necessity to be at close range. As I said earlier, this is a difficulty type of Heel, since, disregarding the enemy class, most players like to get close anyway. That's in the nature of MM8BDM. Combined with flight, the Heel is certainly less severe than it first seems. However, he is truly ineffective at long range, and he does have great power otherwise, two criteria of the theme. More points for design and technicality, as this is a very well-made piece of work.

---------------------------------------

Overall, I think this was a difficult theme to create a good candidate for, as the line between "natural well-balanced class" and "Achilles' Heel class" is difficult to see; some entrants found it in the intricacies of their class designs, while others found it just at a high degree of polarity in certain class characteristics. I enjoyed most of these classes. Also, I was pleasantly that most of these were much more intuitive to use than what I find in the main CSCC mod. Bravo to all contestants for that. When the judges were active, the scoring system was decided upon (or rather, it appeared to be the least objectionable.)

Theme [ 5 pts max, x2 multiplier]
Fun [5 pts max, x2 multiplier]
Intuitive [5 pts max]
Balance [5 pts max]
Originality [5 pts max]
Aesthetics [5 pts max]

Remember that these are not the final picks; this is just one third of the scoring.

Treo
Theme: 2 (x2)
Fun: 4 (x2)
Intuitive: 3
Balance: 4
Originality: 4
Aesthetics: 4
Total: 27/40

Tank Snail
Theme: 3 (x2)
Fun: 3 (x2)
Intuitive: 4
Balance: 3
Originality: 3
Aesthetics: 3
Total: 25/40

Awadphec
Theme: 4 (x2)
Fun: 3 (x2)
Intuitive: 4
Balance: 4
Originality: 3
Aesthetics: 3
Total: 28/40

Viz
Theme: 2 (x2)
Fun: 4 (x2)
Intuitive: 4
Balance: 4
Originality: 4
Aesthetics: 2
Total: 26/40

Tsuyoi
Theme: 3 (x2)
Fun: 2 (x2)
Intuitive: 3
Balance: 2
Originality: 4
Aesthetics: 2
Total: 21/40

Juri
Theme: 3 (x2)
Fun: 4 (x2)
Intuitive: 4
Balance: 2
Originality: 5
Aesthetics: 3
Total: 28/40

Knux
Theme: 4 (x2)
Fun: 4 (x2)
Intuitive: 3
Balance: 3
Originality: 5
Aesthetics: 3
Total: 30/40

Nature's Wonder
Theme: 2 (x2)
Fun: 4 (x2)
Intuitive: 3
Balance: 4
Originality: 4
Aesthetics: 4
Total: 27/40

Zard1084
Theme: 0 (x2)
Fun: 4 (x2)
Intuitive: 3
Balance: 1
Originality: 3
Aethetics: 3
Total: 18/40

Zangief
Theme: 3 (x2)
Fun: 4 (x2)
Intuitive: 3
Balance: 2
Originality: 3
Aesthetics: 4
Total: 26/40

----------------------------

Stay tuned for the rest of the points! And thank you for bearing with us. Once again, I am truly sorry for the unprofessionalism and delay that has plagued this event.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on May 15, 2014, 02:25:49 AM
At this point, I only plan on running one more of these. Whether or not it goes well, I will likely pull off as lead on the project and if someone wants to, they are free to take over.

That being said, most of the classes submitted this time were very interesting, though as King Dumb said, this is a difficult theme to design around correctly. I'm interested in seeing who will win, assuming our third judge ever finishes his scores.


---------------------------------------

(click to show/hide)

Current totals:

Knux: 64/80
Awadphec: 55/80
Tank Snail: 54/80
Nature's Wonder: 54/80
Viz: 53/80
Zangief: 52/80
Juri: 52/80
Treo: 51/80
Tsuyoi: 44/80
Zard1084: 33/80

I believe I counted correctly, let me know if I didn't
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on May 15, 2014, 02:40:43 AM
The third judge is Messatsu, isn't it? I'm assuming you took Llama's place.



Also, while it's being questioned, I wanted to say that the technicolor bar is to make it easier to know when to use the special attacks. Each bar represents 7 ammo, the jump using 7 ammo and the charge using up 14.
Title: Re: Cutstuff Community Classes Contest #2
Post by: King Dumb on May 15, 2014, 03:34:12 AM
Due to a lack of interest, Messatsu is no longer a judge for this competition. The third judge is instead SmashBroPlusB. This judge was approved by Ivory (or more accurately, Ivory was asked about it and said it didn't matter as long as the judge was not in the competition.) Hopefully he will be posting his scores soon so we can finish this competition properly.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on May 15, 2014, 04:39:33 AM
Quote from: "Korby"
Zard1084
this class would be fantastic for Saxton Hale
Really now? huh... i could try to put it in as a OC hale (if people want it in that is)
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on May 15, 2014, 09:12:42 PM
Doesn't seem like a bad idea, Zard. But I still think that with some tweaks, it could be a pretty good class.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on May 15, 2014, 09:35:50 PM
Quote from: "Knux"
Doesn't seem like a bad idea, Zard. But I still think that with some tweaks, it could be a pretty good class.
oh cool! also i just noticed this... people see a lot of potential in me to do great things.
Title: Re: Cutstuff Community Classes Contest #2
Post by: ice on May 16, 2014, 03:23:15 AM
On the subject of Zard, I made a compatable version for CSCC and as far as dodging goes, his thunder attack was fairly easy to sidestep with both forms (Then again my class has a higher strafe then forward movement) All I can say is reduce the number of shots to about 3 at a time because as it stands now, the main is instant death if you fire it point blank, as for the rest of my opinions, as everybody else said, Knux and Vis are pretty fun to play as, and idk why but I personally like Nature's wonder, probobly due to it being a good blocker class (Now that Sergio's gone) though the alt seems a bit powerful

Edit: Why is it always that EVERY SINGLE CLASS that uses the roll skin have to be so irritating
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on May 16, 2014, 03:38:33 AM
I gave Zard quite a bit of advice for modifying his class should he feel like balancing it outside of the competition. It seems it'll go along nicely.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Hallan Parva on May 19, 2014, 11:01:26 PM
Sorry I'm late, guys! A few of my opinions ended up wildly differing from those of my colleagues, but I hope you won't want to beat me up too badly over it. Before I even start though, I'd like to say that most of the classes entered this time around were very strong, and that I'm a little bummed we can only give away three medals! You all had some very interesting ideas and it was fun going through them all.

Now then, let's get straight to the reviews, shall we?


[1:03:21 PM] King Dumb: I think you can save yourself some breath and be more concise if you cut out the parts where you actually explain the attacks
[1:04:12 PM] SmashMan: I didn't mean to explain each move like that but when I went to bring up the bad points of each attack it just sort of happened
[1:04:34 PM] King Dumb: well I mean it's not terribly bad but everyone who cares is going to know all of that stuff
[1:05:01 PM] King Dumb: and so they get bored while reading
[1:05:07 PM] King Dumb: I'm speaking from experience here
[1:05:38 PM] SmashMan: I'll just put a tl;dr at the end or something
[1:05:43 PM] King Dumb: ololo


(click to show/hide)
And now, for the scores!
(click to show/hide)
Finally, it's time for point totals and to announce the winners!
(click to show/hide)
Well that puts an end to the Second International Cutstuff Horse Racing Event! I hope to see you all around for the eventual third race!

Quote from: "Korby"
I'm interested in seeing who will win, assuming our third judge ever finishes his scores.
I am so fired. :ugeek:
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on May 19, 2014, 11:34:19 PM
Quote from: "SmashBroPlusB"

(click to show/hide)
yea kinda got the main and alt backwards but anyways my ice wave boomerang was the best part of my class... good to know... plus based on the comments on the thunder attack i so totally need to remake it into something as you would say less "rapetastic".
Title: Re: Cutstuff Community Classes Contest #2
Post by: Celebi on May 19, 2014, 11:53:24 PM
Quote from: "Celebi"
Hey, if you're going to judge things based on the damages, you're not doing a very good job.
Air grabbing Zangief can only grab when people jump, not ALWAYS grabbing anytime anywhere.  A little disappointed at the results but oh well.  Congrats to those people.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on May 20, 2014, 12:32:47 AM
Oh hey Smash posted
(http://i.imgur.com/iYDPcvv.gif)
what's up how much am I going to lose

Quote from: "SmashBroPlusB"
Second Place! (http://cutstuff.net/forum/images/medals/badge16-RU.png)
Taking home this rare collector's edition holographic foil Cutstuff Blacksmith Runner-Up!
THE WINNER IIIIIIIIISSSS... AWADPHEC! With 87 points! Congratulations, Ceridran!
"He stands still to make sure nobody else is left standing!"

(http://img3.wikia.nocookie.net/__cb20140125154408/sistersgrimm/images/7/75/Jaw_drop.gif)
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on May 20, 2014, 12:46:07 AM
(click to show/hide)
I'll be honest, though. When Jaxof finished coding my class, and I played it, I felt like I had already won something. Being able to actually play an idea I long had in my mind, and which I thought would never be made, was (IS!) an amazing thing. And for that, I have Jaxof to thank. You're an absolute brother. And now I owe you one or two maps, lel.

Even Awadphec and Viz, my other two favorite classes, won! I really can't be happier about the results, seriously. I was reading Smashbro's post while considering what I'd do after this competition. I won't lie when I say Smashbro tends to exaggerate things he reviews, and given the controversy he was involved in during the other classes competition, I was quite skeptical about him judging this time around. Not counting the indirect insult at the end, Smashbro's judging seems detailed and coherent, though. I think I'll keep this medal, yes.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Rui on May 20, 2014, 01:23:22 AM
Yaaayyyy~ Grats to Lego, Ceridran, and Knux ~
Title: Re: Cutstuff Community Classes Contest #2
Post by: Hilman170499 on May 23, 2014, 03:10:40 PM
Fair play ladies and gentlemen. It was mildly amusing how Snail lost with a one-point difference to 3rd place. Regardless, I congratualte the winners for their hard work and the other contestants for storming up great ideas as well.

I'll accept this defeat with grace. While it is nice to have another medal and all, I enjoyed coding and playing in this fine competition nevertheless.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Knux on July 22, 2014, 02:53:18 AM
Relevant bump is relevant.

I'm not into coding or anything, but since I really wanted to play these classes on v4, I patched up the pk3 as best as I could. All of the classes were tested and they work normally, with Nature's Wonder and Viz's electric pillars/portal looking blue, but otherwise working as they used to. What doesn't work well, however, are all of the core weapons while using the Megaman class. They mostly have wrong colored bars and don't recover ammo from ammo pickups. Although seeing as the primary reason of this was to play the classes, I didn't bust my head further.

So here it is. (http://www.mediafire.com/download/uc90n1ttf8q404w/cccc2-v4edit-megamandoesntwork.pk3)
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zard1084 on July 22, 2014, 05:47:38 PM
inb4 people rage about my class being op again!
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on July 22, 2014, 05:57:20 PM
Great, now I want to mix the classes contest wads together to see how it ends.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Korby on July 23, 2014, 01:40:13 AM
sbarinfo and wepacs will likely be broken

also it won't run
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on July 23, 2014, 03:50:18 AM
Quote from: "Korby"
sbarinfo and wepacs will likely be broken

also it won't run

viewtopic.php?f=28&t=6671&start=0 (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=6671&start=0)

It's running fine, at least on singleplayer from what I know.
Title: Re: Cutstuff Community Classes Contest #2
Post by: BombHornet on November 03, 2014, 04:28:41 PM
So is the CSCC template updated to work with v4a?
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on November 03, 2014, 04:34:41 PM
No. However I've mostly worked with a modified version of the template from this contest. I don't know if I should really clean it up and upload it anywhere-- alot of the guidelines are stripped away too.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zero1000 on November 03, 2014, 06:55:52 PM
I may join trying to make the class ice and SaviorSword made. Trying to make my ideas and send them to coldfusion. I just hope i win, and if not, at least get accepted by coldfusion.
Title: Re: Cutstuff Community Classes Contest #2
Post by: King Dumb on November 03, 2014, 07:09:44 PM
zero1000, please try checking the dates on posts and topics. This contest ended almost six months ago. I assume BombHornet was asking their question here because this contest did provide a class template.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Laggy Blazko on November 03, 2014, 07:36:02 PM
He probably thought this was the CSCC thread.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zero1000 on November 03, 2014, 07:36:58 PM
Damn, why i can't check that? I knew this was a contest. Anyways, the template will be useful for making my class (or even two)
Title: Re: Cutstuff Community Classes Contest #2
Post by: Ceridran on November 03, 2014, 07:38:27 PM
Nobody really brought it up, but this reminds me that idea of having another class contest does interest me.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zero1000 on November 03, 2014, 07:53:02 PM
But now that i see, the template is no longer downloadable, so, if it's not too much of a request, can i get a CSCC template for MM8BDM V4?
Title: Re: Cutstuff Community Classes Contest #2
Post by: King Dumb on November 03, 2014, 08:03:29 PM
Such a template does not currently exist, as Ceridran just told BombHornet on the previous page. Though as far as I know, Ice has already helped you with this/made your class, so I'm not sure what you need a template for.

In any case however, this is not the thread for this discussion. Please take it to PM or to the CSCC thread if you must.
Title: Re: Cutstuff Community Classes Contest #2
Post by: Zero1000 on November 03, 2014, 08:07:51 PM
Maybe to just rip the weapon template and make this: Falcon PAWNCH!! Or maybe to make a random class when i'm bored