XSTC Judging

Today I’ve been working on the XSTC, getting all the judges going and adding the final details. The aim is to have results up by Sunday.

Due to this I don’t have much time posting anything particular today…

Oh, and tomorrow I’ll be away for most of the day, so probably there won’t be any meaningful post then either (but you never know), just so that you are aware of the possibility ;)

To fill the time and space, feel free to start a discussion about, well, anything basically, in the comments for this post :P

15 Responses to “XSTC Judging”

  1. alcator Says:

    Those who followed the XSTC round 2 thread on TMX know that I had quite a few objections against so called “mix maps”, which, basically, feature elements that don’t have their “icon” in the building blocks lists, such as Checkpoint that is a booster at the same time, or a mixblock that begins as dirt ramp and ends as a bank-to-slope turn.

    I objected, because the requirement of XSTC was to build innovative stuff, and these mixmaps have the advantage (unfair, in my opinion) of being “innovative” or original simply “by definition” – they are original because you don’t see this stuff normally, because you can’t build it “normally” (in my opinion).

    So, in other words, while some builders have to find new ways of placing tiles in sequences to create new challenges (tasks), mixmappers just combine tiles in “forbidden” (by the editor) ways and that’s it.

    But, I do admit that I’m not all knowing and that I do not really know HOW they achieve those effects, therefore, I’m asking the mixmappers to reveal the complete “trick”. And if it turns out that they don’t use ANYTHING that a brand new installation of the game and the in-game editor wouldn’t allow, I’ll publicly apologize to each and every one of them.

  2. Hastings Says:

    Yes, I have the same objection against these mix-maps. Builders like Zooz proclaim that these maps contain “techniques by CMC-Mix”, others claim that these are simply bugs in the TM programme code, well, I say it’s a hack. These maps are extremely ugly and hacks, bugs or such “techniques” are not at all in the spirit of the game.

    Every builder has to fight with constraints that are characteristics of the TM editor blocks and that hinder your innovation. That’s natural. But overcoming these constraints step by step and create something original, that makes him an artist.

    A builder who works with bugs is on the border of being an artist, because he exploits a weakness in a non-perfect system, a weakness that the majority of players do not see.

    In my opinion, a builder who works with hacks loses very much of his status as an artist. He does not overcome the constraints of the system by using his creativity, but by weakening the system substantially and exploiting these artificial weaknesses. This is illegal.

    If these effects were bugs, excessive, but still “legal” bugs, why hasn’t there been a tutorial or at least an explanation by Mix? Why keeping it secret? It’s in the spirit of TM, of the community, to share new views and findings. Especially such a thing which basically turns the editor upside-down deserves an open explanation.

    No, I’m not jealous. I would never use hacks, right because they look extremely ugly. And I don’t want to lose my reputation as an artist.

    But I also have to complain about Nadéo. How could this happen? Did Nadéo know about these possibilities? Perhaps they ought to get some more programmers …

    Perhaps it would not have come to this if Nadéo had released more blocks and put more work into their masterpiece. But that’s pure speculation.

    Concludingly, as an artist, I damn these mix-maps. I really fear that these maps get popular. They are getting there, because every fame-oriented builder wants to have a glint of its “innovation”, its fame, and this … this is putting me off.

  3. alcator Says:

    I myself believe it’s not Nadeo’s fault. It’s like if you complained that someone made an add-on to Half-Life that turns walls into transparent, thus allowing the player to see through them. These hacks, I believe, are done by editting the track data files (or using modified game data files), which cannot be (not even theoretically) prevented.

  4. TimeBreaker Says:

    yeah i dont like those mix maps as well
    it was really surprising the first times, but its kinda annoying that they are keeping it secret..
    in this way, people just get more awards than they obviously deserve, which was the case in zooz mix map
    i dont think they hack the game-data
    i think its a little bug in the tm editor
    its just a speculation, but maybe they set a block, then , when the game just caluclates the block to get placed there (theres always a little lag then) people immediately press enter to start a testrace, then they quickly escape etc. i think this or a similar way would be the solution, without knowing it actually..

    i would not use the mixblocks to make my tracks more innovative my purpose i think

    bu such blocks as booster-checkpoint – combos are just awesome !
    first of its easier for respawners to gain speed again, second, i really hate to place checkpoints, because its just a block that takes your time, nothing more :/
    checkpoint blocks are useless, theyre nothing more than normal roadpieces, just with taking your time..
    and yes, if nadeo wouldve added more combinations of blocks, such as booster-checkpoint , people wouldnt have looked for those mix-blocks ..

    26 tracks is not much for xstc.. I will try to test them all tomorrow :)

  5. alcator Says:

    Checkpoint is much more than just a place where your time is measured. Reconsider…

  6. TimeBreaker Says:

    and you can mostly respanw there, but its not different to normal road blocks, there are no racing obstacles etc

  7. alcator Says:

    Might be a cool theme for a competition: “Build a track where checkpoints are used in unusual ways”.

    1) Obstacle (I have a track where you jump “around” the CP gate above the CP’s track)
    2) narrow point (diagonal jump? or ride n that narrow mouse-hole between the support pillars of a platform CP block?)
    3) turning point (respawning in reverse-oriented CP allows you to continue the track)
    4) bouncing obstacle (you hit the CP to get to a place otherwise inaccessible)

    can someone think of anything else?

  8. MrA Says:

    You can use CP in coast as a bridge

  9. alcator Says:

    Uhm… say again? Could you clarify?

  10. Jozii Says:

    I believe the CP in coast is so wide you can actually drive on it… I remember a track (don’t remember the name though) where that idea was used several times. Not sure it worked too well in practice though…

  11. alcator Says:

    you’re confusing a decoration (inflatable sign-enabled gate) with CPs, which are just “stripes” spread between two poles…

  12. Jozii Says:

    Really? Hmm, might be right… But aren’t the checkpoints kind of wide too? Or have I just gotten them mixed up?

  13. TimeBreaker Says:

    you can drive on th normal cp’s in stadium too, i knew some tracks..

    btw, i was just talking about normal ways, just passing the checkpoint for taking the time, not using it as an obstacle..

  14. alcator Says:

    TimeBreaker: Yes, I know. However, I thought it might be a good opportunity to “brainstorm” the CP topic.

  15. noswaster Says:

    @Hastings: These tracks are made by using bugs. the correct term at the moment is hugmaps. Are boosterchecks (checkpoint + booster), Checkpoints for inflatables, and sandpits so bad? they make the track look more interesting and give a variety. they do not cause this game to crash. The FET2 Desert@Speed track has booster chacks and they help. respawning at a boosterchck is fun because it gets you right back into the game, so it doesnt hinder your time too much. Zooz and the others are great trackmakers and those bugs they exploit may lead to new tiles (Nadeo might make booster checks for example). I applaud the bug exploiters because it shows lots of cool things.

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