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Author Topic: Cutstuff Community Classes Contest #2  (Read 37360 times)

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April 27, 2014, 11:06:47 PM
Reply #105

Offline Ceridran

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Re: Cutstuff Community Classes Contest #2
« Reply #105 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!

April 27, 2014, 11:16:38 PM
Reply #106

Offline Gummywormz

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Re: Cutstuff Community Classes Contest #2
« Reply #106 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.

May 02, 2014, 01:08:55 PM
Reply #107

Offline diego58

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Re: Cutstuff Community Classes Contest #2
« Reply #107 on: May 02, 2014, 01:08:55 PM »
It's too late to participate?  :?

May 02, 2014, 01:20:29 PM
Reply #108

Offline Ceridran

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Re: Cutstuff Community Classes Contest #2
« Reply #108 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.

May 07, 2014, 03:41:31 PM
Reply #109

Offline Knux

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Re: Cutstuff Community Classes Contest #2
« Reply #109 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)

May 07, 2014, 03:58:29 PM
Reply #110

Offline Ceridran

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Re: Cutstuff Community Classes Contest #2
« Reply #110 on: May 07, 2014, 03:58:29 PM »
can I ever stop responding to comments on my class

May 07, 2014, 06:35:39 PM
Reply #111

Offline Knux

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Re: Cutstuff Community Classes Contest #2
« Reply #111 on: May 07, 2014, 06:35:39 PM »
I forgot to mention my top three picks:
(click to show/hide)

May 11, 2014, 05:51:59 PM
Reply #112

Offline King Dumb

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Re: Cutstuff Community Classes Contest #2
« Reply #112 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.

May 15, 2014, 02:25:49 AM
Reply #113

Offline Korby

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Re: Cutstuff Community Classes Contest #2
« Reply #113 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

May 15, 2014, 02:40:43 AM
Reply #114

Offline Ceridran

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Re: Cutstuff Community Classes Contest #2
« Reply #114 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.

May 15, 2014, 03:34:12 AM
Reply #115

Offline King Dumb

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Re: Cutstuff Community Classes Contest #2
« Reply #115 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.

May 15, 2014, 04:39:33 AM
Reply #116

Offline Zard1084

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Re: Cutstuff Community Classes Contest #2
« Reply #116 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)

May 15, 2014, 09:12:42 PM
Reply #117

Offline Knux

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Re: Cutstuff Community Classes Contest #2
« Reply #117 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.

May 15, 2014, 09:35:50 PM
Reply #118

Offline Zard1084

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Re: Cutstuff Community Classes Contest #2
« Reply #118 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.

May 16, 2014, 03:23:15 AM
Reply #119

Offline ice

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Re: Cutstuff Community Classes Contest #2
« Reply #119 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