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Combat Redux Design Contest


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#26 Zach OFFLINE  

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Posted Tue Jan 20, 2004 9:54 PM

Combat Redux: One would select Variation 1 (Tanks, Open, Guided Missiles), and then one of seven playing fields for that category of play.  

vs  

Combat: One would select Variation 1 and play whatever playing field that variation is set to and hope for a good time.

Right! :thumbsup: In Combat there are only 1 open maze, 1 easy maze, 1 complex maze, and 1 one set of clouds. In Combat Redux there are 7 of each.

Combat Redux: In all, seven different variations and seven different playing fields per the category, making for 49 different possible gameplay scenarios per category. 196 different gameplay scenarios possible.  

vs  

Combat: Three different playing fields in Tank, two in Clouds. Seven variations of play per each of four categories. Ehh.. I'm not sure exactly how to calculate the different gameplay scenarios possible, so I'm not going to try. Significantly less.


:? Not sure what you mean by seven variations per category. It's best to think in terms of variation number and group number. By group I mean a set of four playfields, one from each category. Combat has one group, and Redux has seven. With 27 variations and 7 groups, there are 189 scenarios.
Take a look at the variation table below. Each variation is set to a category, as you can see in the rightmost columns. When you choose a variation, you can then choose a group, and the playfield from the appropriate category will be selected.

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#27 Albert OFFLINE  

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Posted Wed Jan 21, 2004 1:39 AM

While I haven't gotten a nice, spiffy submissions page up, I did take screenshots of the latest submissions (another 55!) and updated the page with thumbs of all the screenshots. You can click any of them to view a larger image:

Combat Redux Playfield Submissions

The images are sorted alphabetically by submitter.

..Al

#28 Zach OFFLINE  

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Posted Wed Jan 21, 2004 9:23 PM

Great submissions, everyone.

However...

I haven't seen many open mazes. There are a few that qualify, but we need more. The basic idea of an open maze is that there is a lot of space to move around in. There should be only a few small obstacles, if any at all. I'd encourage everyone to try designing mazes with less obstacles, and even with none. Try experimenting with altering the outside border.

Happy designing!
Zach

#29 mechanized OFFLINE  

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Posted Thu Jan 22, 2004 8:04 AM

I had a feeling my math was off, heh. I always mess up with that sort of thing, the different combinations of x and y and z.

I'll give some thought to Open play fields.

I'll just hope Al forgives me....

#30 Albert OFFLINE  

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Posted Thu Jan 22, 2004 11:22 AM

I'll give some thought to Open play fields.

I'll just hope Al forgives me....


I'll consider it. :D

..Al

#31 Adrian M OFFLINE  

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Posted Thu Jan 22, 2004 4:00 PM

When the Combat Redux cart is finalized and released, what will the estimated selling price be?

#32 jedijeff OFFLINE  

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Posted Thu Jan 22, 2004 8:29 PM

Great submissions, everyone.

However...

I haven't seen many open mazes. There are a few that qualify, but we need more.  The basic idea of an open maze is that there is a lot of space to move around in. There should be only a few small obstacles, if any at all. I'd encourage everyone to try designing mazes with less obstacles, and even with none.  Try experimenting with altering the outside border.  

Happy designing!
Zach


Just tell us how many you want.
We'll be sure to keep Al busy. : )

Jeff

#33 Albert OFFLINE  

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Posted Sat Jan 24, 2004 1:41 AM

I have put up more contest submissions, as well as a more formal page where they can be viewed. Additionally, all the binaries for the games have been posted, so you can try out the various entries using an emulator. You can view the entries here:

Combat Redux Contest Submissions

There's also a zip file containing the binaries for all the submissions to date (over 200!) Remember, the contest ends Sunday night at 11:59pm, so if you haven't submitted any playfields, you only have two more days to do so!

..Al

#34 Thomas Jentzsch OFFLINE  

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Posted Sat Jan 24, 2004 3:23 AM

I there a zip so you can download them all?

#35 Albert OFFLINE  

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Posted Sat Jan 24, 2004 3:25 AM

I there a zip so you can download them all?


There's also a zip file containing the binaries for all the submissions to date (over 200!)


:)

..Al

#36 CPUWIZ OFFLINE  

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Posted Sat Jan 24, 2004 3:39 AM

:ponder: :D

#37 Thomas Jentzsch OFFLINE  

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Posted Sat Jan 24, 2004 6:49 AM

%-)

:D

#38 chrisbid OFFLINE  

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Posted Sat Jan 24, 2004 7:42 AM

Posted Image

is that supposed to be dirty? :?

#39 Thomas Jentzsch OFFLINE  

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Posted Sat Jan 24, 2004 7:55 AM

is that supposed to be dirty?  :?

And IMO quite ugly too. :)

#40 mechanized OFFLINE  

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Posted Sat Jan 24, 2004 8:11 AM

There's no way I'm going to believe those are fried eggs, or shiny beans...

#41 Thomas Jentzsch OFFLINE  

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Posted Sat Jan 24, 2004 8:27 AM

Sorry, couldn't resist! :D

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#42 chrisbid OFFLINE  

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Posted Sat Jan 24, 2004 8:35 AM

so when is NE146 going to put in a submission?

Will AA ever release Combat: Ch1x w1f d1x?

#43 mechanized OFFLINE  

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Posted Sat Jan 24, 2004 4:47 PM

That's a nice pair of Suezos.

#44 Mr.FoodMonster OFFLINE  

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Posted Sun Jan 25, 2004 5:45 PM

NE1?


:D

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#45 Zach OFFLINE  

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Posted Sun Jan 25, 2004 6:04 PM

Just tell us how many you want.


Well, we are going to choose seven open mazes to go into the game. I'll let you decide how many entries you want to make. :)

#46 Albert OFFLINE  

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Posted Mon Jan 26, 2004 1:21 AM

I just went through all the remaining entries and there are 84 more that need to go on the submissions page (which I'm going to break up into several pages). Will get all of these online tomorrow. :D

..Al

#47 5-11under OFFLINE  

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Posted Mon Jan 26, 2004 7:39 AM

Sorry if some of my designs suck. Perhaps I should have played them before submitting them. :D
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#48 mechanized OFFLINE  

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Posted Mon Jan 26, 2004 9:55 AM

(Edited some Typos.)

I probably should have made some notes of problems and gameplay I found when making my own submissions... didn't think of it until now, though.

Like...

The minimum space between obstacles for tank movement is two blocks, however getting between those two blocks cleanly is not particularly easy, and generally unreliable in a heated game. So, three blocks is good between objects, because they're far enough apart for minor turning and easily guiding the tank through without bumping the wall and getting bounced back.

Highly "crenellated" walls, will be strange for the Pong Physics missiles, causing some erratic bouncing that could negate some of the strategical element. However, a few "raised" areas or extensions on the wall could be beneficial.

The after-being-shot Tank Bounce. After getting shot, there's a good chance the shot tank is going to bounce or slide around somewhere else on the map, to give it an opportunity to regain its footing before the opponent tank opens fire again. In a map with a decorative lean, one must be careful not to make an inescapable enclosed area should a tank be bounced into it.

Long Corridors are more Traps than Corridors, especiall if they're narrow.

Ideal Wrap-Around paths are even, and if they open into corridors in a maze, the walls must be far enough away from the edge of the screen to allow the tank to cleanly come around.

And these are just a few of the things I encountered when coming up with designs.

Anyone else find anything else interesting?

#49 Thomas Jentzsch OFFLINE  

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Posted Mon Jan 26, 2004 10:14 AM

Or just use the clouds mode. :D

#50 Albert OFFLINE  

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Posted Mon Jan 26, 2004 12:29 PM

I probably should have made some notes of problems and gameplay I found when making my own submissions... didn't think of it until now, though.


These are good design tips, and in hindsight we should probably have covered issues like this on the contest page. I noticed some of these issues when testing some of the maps, although I certainly haven't tried out all of them (nearly 300). Ahh, well, hindsight is 20/20. :)

..Al




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