100 Brush Competition, version 4.0 

The scoring system:
The three judges (Lunuran, Kell and Shambler) ranked each map 0 - 10. The average of those 

three scores ended up being the final score. Penalties were assessed on several maps for 

rule violations. 

The Final Results (averaged score in parentheses)

First:				Deflan'Ka by WW (8.33)
Second:				Ioian Shorelines by Ionous (8.16)
Third:				Immortal Reach by Spipper (8.00)
Fourth:         	The Di[g]stortion by Digs (7.66)
Fifth:				Frostbitten by Ionous (6.66)
Sixth:				With Apologies to Insomniac by Spud (6.33)
Seventh:			The Vale of Dream by Redfield (5.33)
Eighth(tie):		The Teleportation Complex by Newhouse (4.66)
Eighth(tie):		Beyond and Within by Artistical (4.66)
Eighth(tie):  		Between Dimensions by JCR (4.66)
Eleventh(tie):		Locus Genus by Artistical (4.00)
Eleventh(tie):		Pyro's Barbecue by Newhouse (4.00)
Eleventh(tie): 		The Forgotten Station by Artistical (4.00)
Fourteenth(tie):	Cerebral Edema by Shotro (3.66)
Fourteenth(tie):	The Engineering Department by JCR (3.66)
Sixteenth: 			The Tutorial by Dumptruck (3.33)
Seventeenth:		N-Titties by Shamblernaut (2.43)
Eighteenth:			Unwarranted Phlebotomy by DelusionalBear (2.33)
Nineteenth:			Ela-V8 by Roman (2.00)

Individual map scores and comments:

1. Deflan'Ka by WW (8.33)
	Penalties: None
	Brushes: 191 (keeping in mind, triggers and clip do not count against total)
	Faces: 2381
	Point Entities: 728
	Lunaran's thoughts: (Scored it a 9)
	I expected the silver key door was the exit, but this map genuinely surprised me 	
	with its extensiveness. patrolling fiends in the lower opening area lent some nice 	
	unpredictability to falling down there, and the dguards above helped ensure you'd 	
	be bounced down there. good texture choices and hazy subterranean atmosphere make 	
	up for the sparse brushwork. not sure why I started with no shells when there's 	
	shells to pick up right away, but it does help enforce the early vibe of 		
	sneakiness. minor niggle: the unexpected trigger_pushes always robbed me of items 		
	that I couldn't go back for. would have liked to see it loop around to the 		
	beginning somehow, even if it was teleporting back to the silver key platform and 	
	exiting through the bloodwall. overall, very strong. my author guess is newhouse.
	
	Shambler's ramblings: (9)
	Very impressive vibe and size. Gameplay mostly quite good except some frustrations.
	
	Quoth the Kell: (7)
	Good use of some of the Quoth entities, such as the Quake rumbles and the 
	ladders ( which could have been more brightly lit ). Map was nicely non-linear but 
	was generally too open with not enough landmarks. Less forgiving than it should have been. 
	A good example of the ‘cavernous non-orthogonal’ approach to dealing with brush limit.

2. Ioian Shorelines by Ionous (8.16)
	Penalties: -0.5 points for running an event while working sixty hour weeks for half 
	of it, and not curating it as closely as I could have.
	Brushes: 110
	Faces: 1514
	Point Entities: 502
	Lunaran's thoughts: (10)
	I could tell just from how nicely the sky was framed in the opening at the start 	
	that this map would be special. extensive gameplay, fairly good combat (although 	
	the map could be titled "great, more BOBs"), and everything is visually polished 	
	enough that it manages to make you forget entirely that it's only 100 brushes. low 	
	gravity isn't exactly compatible with slopes everywhere, though, and more than once 
	I felt I was unfairly glanced off a plane or one of those invisible compiler walls 	
	and dropped in the lava. also, clearly yours :) (or skacky's but I'm pretty sure it 
	was yours) because of the numbered secret messages. best one so far.
	
	Shambler's ramblings: (9)
	Very impressive vibe and architecture. Slightly overscaled, gameplay okay but bobs 
	awful.
	
	Quoth the Kell: (7)
	Interesting beginning. The lower gravity is a nice idea but this is poorly communicated to the player.
	Sniping the grunts from a distance is not fun. The monsters seem to have been placed in an attempt 
	to justify the cavernous quality of the map, and not for the best gameplay. The combination of 
	textures, skybox, and gravity, suggests the concept is ‘mining on an asteroid’. It’s a cool 
	idea, but the combination is a little inelegant. Another ‘cavernous non-orthogonal’ approach 
	to the brush limit: it is a substantial map for 100 brushes, and it's certainly filled with things 
	that happen.

3. Immortal Reach by Spipper (8.00)
	Penalties: None 
	Brushes: 113
	Faces: 1443
	Point Entities: 576
	Lunaran's thoughts: (9)
	the design of this map is really nice - lets you explore, but always leads you to 		
	the important lifts and buttons. the finale is a great bit of madness to reuse the 	
	entire level. some nice secrets, but too many required rocket jumping in an already 	
	very dangerous map. the texture selection is a little eclectic, and the pink and 	
	green is actively offensive to the eyes. achieved a lot, could have been the best, 	
	dusk is a terrible skybox and kell should never have made it. :)
	
	Shambler's ramblings: (7)
	9/10 design and some of the best progression for "one" area, but let down by 
	textures and fog/slime combo
	
	Quoth the Kell: (8)
	Has a certain Doom-like quality. On the whole: too crowded, with not enough room to dodge 
	projectiles - and lots of projectile enemies were used. The map has more thought put into it than 
	most, but I eventually started to get tired of not being able to strafe properly in the space provided. The navigation took a bit of work, with too much time spent wandering looking for what was next.
	The aesthetic has a nice pulp sci-fi quality; though incredibly lurid, it is at least striking 
	and coherent. There’s a lot put in to this for only 100 brushes.

4. The Di[g]stortion by Digs (7.66)
	Penalties: None 
	Brushes: 171
	Faces: 1469
	Point Entities: 419
	Lunaran's thoughts: (8)
	digs manages to make what feels like a full map with fun combat without sacrificing 
	the trademark digs trippyness. great job. fun fact: the first time I loaded this 	
	map, quake bugged and stopped rendering any models, including the view weapon. 	because of 
	the "3 2 1 GO" countdown at the start, I figured it was quoth/qc hacks 	and the map was 
	some kind of super meatboy-esque race through a funhouse of invisible horrors, and you 
	had no weapons to shoot back, because it's a map by digs and why wouldn't it be? I 
	was mad when I eventually restarted quake and it turned out to be only a slightly 
	unusual map. :P
	
	Shambler's ramblings: (7)
	Just works really well despite some odd moments.
	
	Quoth the Kell: (8)
	An interesting and cool map concept. It gets a little tricky to navigate at times with spaces that 
	are not well designed for the combats, and ramps ( brush limit again ) that are almost entirely 
	unlit. On occasion there were simply far more monsters than the space allowed; such a shame, as 
	fewer monsters would have made for better combats and pushed this map to the winning position 
	for sure. But fantastic use of textures and entity alignment, and I loved that the texture 
	theme – and inclusion of spikeshooters and scorpions – seemed inspired by e1m2quoth!

5. Frostbitten by Ionous (6.66)
	Penalties: None 
	Brushes: 128
	Faces: 1838
	Point Entities: 620
	Lunaran's thoughts: (8)
	makes quite good use of all the different angles of the main area, but would have 	
	preferred less fighting on extremely steep slopes, especially when WWII breaks out. I 
	didn't realize the two pedestals were key fobs until I bumped one by mistake, because the 
	symbols are on the top. being trapped on the four moving platforms was less fun than 
	probably intended. after finding the "first secret" I figured this had to be a skacky 
	map, so I slope-cheesed to the SNG secret. this was apparently intended and ok, but 
	getting from there the exact same way up to the RL 	path and the rim around the top 
	area was apparently not intended at all and seemed 	to break the map.
	
	Shambler's ramblings: (6)
	Beautiful arena map that is probably the best design but the "one shot" and completely 
	unbalanced platform section spoils it.
	
	Quoth the Kell: (6)
	Nice theme, although the lighting and texturing were a bit bland. Fighting on ramps too 
	often ( as is often the case with brush-limited maps because people avoid building stairs ). 
	I didn’t get all the secrets, but the ones I did were neat. Good to use the plasmagun.

6. With Apologies to Insomniac by Spud (6.33)
	Penalties: None (Spud did some WEIRD stuff here, but nothing against the rules.)
	Brushes: 758 (almost all being hidden clips brushes for collision)
	Faces: 6397
	Point Entities: 590
	Lunaran's thoughts: (7)
	pretty decent. accomplishes everything it attempts, with decent looks and gameplay, 
	but doesn't reach for anything too risky. it's odd that the GL secret can prevent 	
	you from getting the SK, and you have to trigger the secret again to 'reverse' it 	
	to actually get the key. competent, and better than the messier entries, but not 	
	tippy-top.
	
	Shambler's ramblings: (6)
	Cute, works well with the 100b theme, okay gameplay, but underground bit ugly.
	
	Quoth the Kell: (6)
	Interestingly weird. Compact and bijou. Not amazing, but nice. Yes. Nice. Very definitely...nice

7. The Vale of Dreams by Redfield (5.33)
	Penalties: -1 (External mdl.bsp. And not just small stuff I could let slide.)
	Brushes: 129
	Faces: 1111
	Point Entities: 210
	Lunaran's thoughts: (6)
	lots of models is another way to circumvent the brush budget, and he certainly gets visual 
	mileage out of them. still a linear series of arena fights, though, which is at least true 
	to the source material of McGee's Alice.
	
	Shambler's ramblings: (8)
	Didn't think I'd be a fan of a non-Quakey remake but this is very well done and cute.
	
	Quoth the Kell: (5)
	The horde combats are cramped and the whole map is garishly overlit. 
	The straightforward Quake gameplay in an Alice space map is entertaining enough, especially 
	with the few features that were brushes and not models, but it lacks the subtlety of 
	either Alice or Quake.

8 (tie). The Teleportation Complex by Newhouse (4.66)
	Penalties: None
	Brushes: 91
	Faces: 716
	Point Entities: 264
	Lunaran's thoughts: (4)
	vibes of prodigy SE. not bad, until the finale turned out to be a box of bobs
	
	Shambler's ramblings: (2)
	Some neat bits and nice teleporters but seperate box rooms is unsatisfying.
	
	Quoth the Kell: (8)
	Simple, neat, and balanced. Like a small but delicious cake.
	It’s important for me to be clear why I gave such a simple map one of the highest scores, but 
	it’s easy to say: it is exemplary. The only thing this map lacks is an impressive element, 
	a “whoa dude” moment. Too often this is all players – gamers in general really – can imagine 
	good design delivers. Several maps in this pack attempt something ‘impressive’ while neglecting 
	or ignoring all the other elements of game design. This map gets everything that it attempts 
	right, and I want to ensure we recognise good mapping practices, instead of just good screenshot fodder.
	One of the ways it exceeds its rivals is that it doesn’t overstay its welcome. 
	Like Portal and precious few other games, it is just the right length, with no filler along the way.
	Very clear visuals, especially the buttons presented to the player at the start, without 
	lighting either too garish or too dark.
	Simple but tasteful texture choices, especially the odd yet effective use of the slipsides. 
	An easy but satisfying secret. Clever, almost fiendish, use of entities to redirect teleporters 
	and spring ambushes.
	Best ever use of Bobs, his fullbright eyes against the lit ceiling. I know very well Bob has 
	room for improvement, and I’m partly responsible for him. But cornering them in this finale and 
	hosing them to death with the LG was great fun, one of the best combats in the pack.
	I was ready to replay it on finishing, which is the most sincere compliment any map can get. 
	Despite more impressive or ambitious moments in the pack, this map is my favourite for the 
	simple reason that it was *entirely* fun to play.

8 (tie). Beyond and Within by Artistical (4.66)
	Penalties: None
	Brushes: 108
	Faces: 955
	Point Entities: 86
	Lunaran's thoughts: (6)
	neat - would be quite at home in zerstorer. I ran past all the monsters, which I 	
	hope was intentional. author guess: rob martens
	
	Shambler's ramblings: (3)
	Didn't play it properly as fuck Droles with an SG, but the weird vibes and angles kinda work well, 
	shows potential.

	Quoth the Kell: (5)
	Sky needs more green. I ran past the Droles as there was no way I was fighting them with a shotgun.
	The map is interestingly – overtly - surreal, but lacks balance in the gameplay. 
	Lighting was too dark for the challenge presented; seeing the light poles is not enough, I need 
	to see the ground in front of me as well. Still fun though.

8 (tie). Between Dimensions by JCR (4.66)
	Penalties: None
	Brushes: 120
	Faces: 1179
	Point Entities: 289
	Lunaran's thoughts: (5)
	probably by the same author as helium (Judging codename for anonyminity, and also, correct)? same 	
	gameplay, same looks ... pretty much 		same review.
	
	Shambler's ramblings: (4)
	A bit ugly with lighting and textures but packs plenty in, gameplay is fine. 
	Would be nice if both sections were fused.
	
	Quoth the Kell: (5)
	Primitive lighting and a mish-mash of architecture. This map improves a bit as it progresses. 
	The combat is challenging but not too hard. Another ugly-but-inventive visitor from the 1990’s.

11 (tie). Locus Genus by Artistical (4.00)
	Penalties: None
	Brushes: 99
	Faces: 640
	Point Entities: 146
	Lunaran's thoughts: (6)
	I like eerily austere places like this. nice use of lighting and custom textures to 
	make the map's simplicity work in its favor. the centerprints kind of ruin the 		
	mysterious feeling by 'explaining' it, though. the actual combat that the map hosts 	
	isn't very good, delivering one big cloud of the same enemy at a time, so there's 		
	no variety or interesting situations, and it ends with a slow hunt for gugs that 		
	are always too far away to be a threat. (also, lighting your pickups and items 			
	costs 0 brushes.) cancels out to average for me.
	
	Shambler's ramblings: (1)
	Gets 1 point for texture choice and lighting, no idea what is past the Gug arena.
	
	Quoth the Kell: (5)
	The strangeness of this map is good. 
	The desert artefact/alien monolith feel is well implemented, although there are problems with 
	the extreme minimalism: button textures that are neither visible, nor differentiated. 
	It is also too dark with seemingly no sunlight2 to alleviate the black shadows. 
	A city of gugs is a cool challenge, but ammo was far too hard to find.
	In short: a great idea, sadly underdeveloped and not playtested.

11 (tie). Pyro's Barbecue by Newhouse (4.00)
	Penalties: None
	Brushes: 112
	Faces: 817
	Point Entities: 202
	Lunaran's thoughts: (5)
	straightforward, also simply limited in scope to meet brush budget. the weapon 		
	sitting on the shootable button was a cute optimization though. average.
	
	Shambler's ramblings: (2)
	Decent progression but some quite ugly texturing and haphazardness.
	
	Quoth the Kell: (5)
	The first map ( alphabetically ) that I mostly enjoyed. 
	Nice texture theme, and some interesting moving parts. 
	Good use of fewer monsters, but generally this map is too cramped for the combat with 
	too many inexplicably awkward angles.
	
11 (tie). The Forgotten Station by Artistical (4.00)
	Penalties: None
	Brushes: 96
	Faces: 614
	Point Entities: 145
	Lunaran's thoughts: (3)
	dark! such that it sometimes inhibited gameplay. not much in the way of clever 		
	maximization of the brush budget. for example, when I noticed the upper level was 		
	'open' I expected to eventually get to run around on top, but it never happened. 		
	Droles in awkward places, several cover-hungry monsters used in places where no 		
	brushes were spent on cover. twisty layout was still nicely interconnected but 			
	explorable. average.
	
	Shambler's ramblings: (5)
	Quite plain but decent layout and progression, gameplay is nicely balanced for it;s simplicity.
	
	Quoth the Kell: (4)
	Too dark, Droles and other monsters badly placed. 
	Final door opened too early? Nice texture choice though, especially the blue floor with runic metal. 
	Pretty average Quake experience overall.

14 (tie). Cerebral Edema by Shotro (3.66)
	Penalties: None
	Brushes: 103
	Faces: 652
	Point Entities: 210
	Lunaran's thoughts: (4)
	I'm glad to see someone making use of movers as a combat space multiplier, but I'm 	
	sad this map doesn't manage to do more with it than be a highly systematic arena. 	
	four (!) vermises as a finale was feasible, but the paltry trickle of respawning 	
	ammo made it such a dreadful slog. also wtf texturing.
	
	Shambler's ramblings: (1)
	Not a bad idea but kinda bland design and bad textures.
	
	Quoth the Kell: (6)
	The rather clashing texturing relieves some of the repetitiveness of the gameplay and serves 
	to give some indication of the different areas of the arena. 
	It's not always clear where monsters have spawned in. 
	4 Vermii are a bit excessive without decent cover. 
	Essentially a big gimmick, but a mostly entertaining one.

14 (tie). The Engineering Department by JCR (3.66)
	Penalties: None
	Brushes: 103
	Faces: 652
	Point Entities: 210
	Lunaran's thoughts: (3)
	not the prettiest map, and the brushwork wasn't clever, but the combat is actually 	
	rather fun. the painfully dangerous quoth base monsters are very satisfying to 		
	pummel with grenades, and destructible environment bits helped that. average.
	
	Shambler's ramblings: (4)
	Clearly being the Kramer of single player Quake, Shambler forgot to actually score or review
	this map. I just averaged the score from the other two judges, the ones who actually scored 
	every map, and then rounded up. Came out to 4. 
	
	Quoth the Kell: 
	Poor texture choices, cramped and rather ugly. 
	But it has several good ideas crammed into it, showing that there has certainly been 
	some thought, if not much taste. Reminiscent of a 1990’s effort. 
	Good use of Sentinels and a nice secret.

16. The Tutorial by Dumptruck (3.33)
	Penalties: None
	Brushes: 145
	Faces: 901
	Point Entities: 236
	Lunaran's thoughts: (4)
	i have absolutely no idea what possessed whoever it was that what anyone wants is to sit 
	through a VO tutorial of him describing all the stuff in quoth we already know, tell us he 
	has to piss, then lock us in a room with grenade and rocket spam. quit after dying too much 
	in the space room.
	
	Shambler's ramblings: (0)
	Errrrr.
	
	Quoth the Kell: (6)
	A cool idea which is useful for those new to Quoth, as well as being a good aesthetic. 
	Reminiscent of PuLSaR’s Monster Free,  it’s like the Half-Life Hazard Course for Quoth.
	Areas could have been larger for combat, particularly around the enforcer reskin 'stasis' tubes 
	and the 'lab'. The grenade bombardment was totally OTT until I realised you could stand beneath 
	the launchers with impunity. The voice acting, while obviously amateur, is not bad.

17. N-Titties by Shamblernaut (2.43)
	Penalties: -0.9 for cloning brushes (a cool trick, but against the rules)
	Brushes: 338
	Faces: 2034
	Point Entities: 876
	Lunaran's thoughts: (2)
	combat was all right, but didn't make much use of the space; everyone was always on your 
	level and in front of you, or too high/far to fight at all. the bmodels for 
	crates/lamps/wall details were a clever brush multiplier, but sometimes the lighting was 
	revealingly strange, and monsters shooting through crates was awkward. sort of unusual flow 
	which doesn't lead the player too well (as in, you progress by finding the mystery gug in 
	an area you cleared and didn't know to return to). average
	
	Shambler's ramblings: (5)
	Similar to above (Artistical's metal map), quite plain but reasonable theme and interesting gameplay.
	
	Quoth the Kell: (3)
	Why so big? And all the idbase wall panel cutouts made of funcs..? 
	Gameplay wasn’t awful, but became tedious due to the size. Seems like another one from the 1990’s.

17. Unwarranted Phlebotomy by DelusionalBear (2.33)
	Penalties: None
	Brushes: 116
	Faces: 703
	Point Entities: 212
	Lunaran's thoughts: (1)
	kind of dull and straightforward, but it tells me the mapper is just new. but, it is a 
	competition, so, 
	
	Shambler's ramblings: (3)
	Very simple but the way the layout opens up is quite neat and gameplay is fine. 
	
	Quoth the Kell: (3)
	Surely the worst in the pack; it almost seems like someone made a deliberately bad map just to 
	see what score it would get.  Yay for n00bs from the 90’s!
	The gameplay is actually less annoying than in some of the maps, but the layout is 
	painfully crude, the lighting poor and the texture alignment is terrible.
	The first Vore appearing in silhouette was nifty, and I did at least manage to finish.
	
18. Ela-V8 by Roman (2.00)
	Penalties: None
	Brushes: 105
	Faces: 705
	Point Entities: 2
	Lunaran's thoughts: (2)
	am I supposed to want to try to make all of these jumps? hard to rate because it 
	wants to be an outlier, and while i always appreciate attempting new things, I'm certainly 
	not going to put it amongst or ahead of the strongest entries in this pack just by virtue 
	of it being quake-orthogonal.
	
	Shambler's ramblings: (0)
	I can't really rate this as there's not much to play.
	
	Quoth the Kell: (4)
	Mirror’s Edge this is not. A tricky map to score, because its qualities are extremes.
	The slope-jumping is annoying-to-impossible, aimed towards a very narrow audience 
	of *extreme* trick-jumpers, and I expect the vast majority of players will find positively antagonistic.
	The aesthetic is great and well executed - not too artily bland nor too visually complex - 
	which pulls the scoring up to average. A good example of the ‘minimalist space map’ approach to 
	dealing with brush limit.

Individual Scores, by judge

Lunaran:
1.  Ioian Shorelines by Ionous
2.  Deflan'Ka by WW
3.  Immortal Reach by Spipper
4.  The Di[g]stortion by Digs
5.  Frostbitten by Ionous
6.  With Apologies to Insomniac by Spud
7.  Locus Genus by Artistical
8.  Beyond and Within by Artistical
9.  The Vale of Dream by Redfield
10. Between Dimensions by JCR
11. Pyro's Barbecue by Newhouse
12. The Tutorial by Dumptruck
13. Cerebral Edema by Shotro
14. The Teleportation Complex by Newhouse
15. The Engineering Department by JCR
16. The Forgotten Station by Artistical
17. Ela-V8 by Roman
18. N-Titties by Shamblernaut
19. Unwarranted Phlebotomy by DelusionalBear

Shambler:
1.  Deflan'Ka by WW
2.  Ioian Shorelines by Ionous
3.  The Vale of Dream by Redfield
4.  The Di[g]stortion by Digs
5.  Immortal Reach by Spipper
6.  With Apologies to Insomniac by Spud
7.  Frostbitten by Ionous
8.  The Forgotten Station by Artistical
9.  N-Titties by Shamblernaut
10. Between Dimensions by JCR
11. Unwarranted Phlebotomy by DelusionalBear
12. Beyond and Within by Artistical
13. The Teleportation Complex by Newhouse
14. Pyro's Barbecue by Newhouse
15. Cerebral Edema by Shotro
16. Locus Genus by Artistical
17. Ela-V8 by Roman
18. The Tutorial by Dumptruck
19. Huh? There's nineteen maps? Hmm. Bollocks. 

Kell:
1.  The Di[g]stortion by Digs
2.  The Teleportation Complex by Newhouse
3.  Immortal Reach by Spipper
4.  Deflan'Ka by WW
5.  Ioian Shorelines by Ionous
6.  With Apologies to Insomniac by Spud
7.  Cerebral Edema by Shotro
8.  Frostbitten by Ionous
9.  The Tutorial by Dumptruck
10. Pyro's Barbecue by Newhouse
11. The Vale of Dream by Redfield
12. The Engineering Department by JCR
13. Between Dimensions by JCR
14. Locus Genus by Artistical
15. Beyond and Within by Artistical
16. The Forgotten Station by Artistical
17. Ela-V8 by Roman
18. N-Titties by Shamblernaut
19. Unwarranted Phlebotomy by DelusionalBear

That's all there is. Thanks again to the judges for generously providing their time for this.