100 brush competition result pak - Jan 2001
================================================================

Authors                 : Many, read below. Organized by Aardappel
                          (Wouter van Oortmerssen)
Email Address           : aardappel@planetquake.com
Web Page		        : http://www.planetquake.com/aardappel
Description             : Results of the 100 brush competition
                          (Q1SP). All 14 included maps are made with
                          100 brushes or less.
                          
================================================================

* Play Information *

Single Player           : Yes
Cooperative             : if you are lucky
Deathmatch              : doubtful
Difficulty Settings     : no
New Sounds              : no
New Graphics            : all custom textures
New Music               : no
Demos Supplied          : no

================================================================

INSTALLATION:

Unarchive the zip file to a subdirectory of your Quake dir called
"100brush". Start your favourite variety of quake with as extra
commandline parameter "-game 100brush". In game starting a new
game will drop you into the 100 brush start map, where you can
change skill settings, and play any of the 14 maps in any order.

Have fun!

Note: the included progs.dat does just one thing: make sure you
start without any extra items in each map. You can play without
this mod (just delete it) but that means you will have to type
"map start" manually to get rid of extra items, or play a map
that gives you runes first.

================================================================

This is the result of the 100 brush competition, a competition
held in december 2000 and coordinated by Aardappel, mainly on the
mapping message board qmap.org. The rules for the competition
were, summarized:

Make a Q1SP map with at most 100 brushes, using only custom textures.

I have judged the entries myself, looking mainly at the use of the 100
brushes, the resulting architecture and atmosphere, and of course
gameplay. I have written short summaries of my opinion of each map
below. Congratulations to Gilt for winning first prize, which is
rewarded by a $100 book on architecture. 


==============================================================================


ranking:  1
name:     Ouverture
author:   Gilt [see ouver.txt]
stats:    100 brushes, 218 entities, 645k bsp, 89k map file
brushes:  The only complaint one could have is that it is an easy trick
          to put everything in a sky box, but the result is impressive.
          Just about every brush in this map has a non-standard shape,
          and every brush is used to the max, many used in multiple places
          during gameplay. This author is one of the few to have fully
          grasped the intention of this competition.
gameplay: Using a great variety of gameplay elements, this map is a lot
          of fun to play. Difficulty levels are spot on, just keeping you
          on your toes on easy, and a great battle on hard. Teleporting
          monsters and moving objects used well.
overal:   The sort of map I hoped for when starting this competition,
          and worthy of the 1st prize!

ranking:  2
name:     Valley of Kingss
author:   Iikka "Fingers" Keranen [see ik100b.txt]
stats:    100 brushes, 196 entities, 557k bsp, 74k map file
brushes:  Another map which really maxes out the available brushes
          as the contest intended, with interesting brush shapes to
          feast your eyes on just about everywhere (my favourite being
          the 3 brush cartoony bridge!). Like the other top entries, this
          one should be openened in a map editor to be fully appreciated.
          Given that this is not a box map, size is quite impressive.
          Did I mention the completely new texture set?
gameplay: Gameplay is solid, and very well balanced on all skill levels
          (if anything, a touch on the easy side). Nice use of monster
          triggers and ambushes.
overal:   This map would have come first, but Iikka generously requested
          to have someone else win should his entry be the best.

ranking:  3
name:     Stamppot
author:   Zippie [see zippie.txt]
stats:    100 brushes, 124 entities, 937k bsp, 74k map file
brushes:  Zippie interpreted my call for "interesting brushes" somewhat
          differently than most authors, and constructed a map out of
          twisted and skewed brush shapes that has a fairytale like
          quality. Coupled with the Alice textures, this has map probably
          has the best atmosphere of all maps out there. Highly original
          brushwork, and the authors first (released) map to boot!
          Shame the map is very small, otherwise impressive.
gameplay: Good fun, though doesn't feel very balanced. A bit too easy
          on easy. Use of rotatable teleport destination "bug" original,
          and disorienting at first (especially in this kind of map!).
overal:   Originality and atmosphere made this map rank as high as it
          does.

ranking:  4
name:     Sector 98
author:   Jose "JAJ" Arcediano [see jaj100br.txt]
stats:    98 brushes, 306 entities, 958k bsp, 98k map file
brushes:  Looks a bit bland at first, but keep looking around and this
          map contains more interesting brush shapes than obvious at
          first sight (the rooms are rather square). Most impressive
          however is the size of this map, the author really made every
          brush count and gets a high rating because of that.
gameplay: The difference between the skill levels is not all that big
          but adequate. Gameplay is typical base style with packs of
          grunts and enforcers, and is good fun. Has a touch of non-
          linearity too.
overal:   Though this map doesn't really stand out, it impressed me
          in the way it fullfills the objectives of the contest.

ranking:  5
name:     Minimal Devastation 
author:   DaMaul [see dam100.txt]
stats:    100 brushes, 169 entities, 721k bsp, 77k map file
brushes:  Just one room, but what a room it is! large and menacing, this
          map has good atmosphere, and gives the impression of being
          detailed. The author uses a fair few brushes with interesting
          shapes, and uses combined textures on them to make the most
          of his 100 brushes. 
gameplay: Using a lot of monster triggers, teleports and moving brushes
          throughout, gameplay is hectic and inventive. Great use of the
          E1 end monster too. 
overal:   This is a top quality effort, and could have won first price if
          it hadn't blatantly broken one of the rules: use of custom
          textures only. The map is full of id textures and textures which
          are an unmodified combination of id textures, so to be fair
          to the other entries, I had to mark this map down for it.

ranking:  6
name:     100 Hours till Dawn
author:   Rich "XeNoN" Thorne [see xnq1001.txt]
stats:    99 brushes, 235 entities, 5625k bsp, 76k map file
brushes:  Both interesting architecture and varying areas are packed
          into this map. It looks good and has a decent size, and makes
          smart use of brushes.
gameplay: Gameplay is good fun, with fighting monsters from different directions
          at times. Easy is spot on, hard is quite a challenge.
overal:   An overall good map with atmosphere as its strong point.

ranking:  7
name:     Scragbait's Drop In Center 
author:   Scragbait [see dropin.txt]
stats:    100 brushes, 316 entities, 657k bsp, 87k map file
brushes:  This map contains a fair few interesting brushes, but somehow
          this doesn't translate to the look of the map which still looks
          square and devoid of detail. It contains some good ideas: reuse
          of areas from different sides, and moving brushes to transform
          areas without needing a new room.
gameplay: nice and hectic, fighting lots of monsters at once. With all the
          moving floors and walls has a very doom-y feel about it. Spot on
          difficulty levels.
overal:   Many very good ideas in this map let down slightly by its looks.

ranking:  8
name:     Abject Abscess 
author:   Paul J. Brosche (Palldjon) [see abab.txt]
stats:    100 brushes, 280 entities, 515k bsp, 75k map file
brushes:  The author stretches his 100 brushes mainly by skipping detail.
          the map is above average size and neatly textured, but boring.
          makes good use of brushes as moving objects, especially at the
          end where the start area is transformed by removing the middle
          walls.
gameplay: difficulty levels are decent, though hard is quite a challenge
          (monster infighting can help a lot here, as the map doesn't
          supply a lot of fire power). 
overal:   enjoyable to play and decent size but very basic brush usage.

ranking:  9
name:     Fat 100 
author:   Robert "Fat Controller" Cruickshank [see fat100.txt]
stats:    98 brushes, 99 entities, 567k bsp, 57k map file
brushes:  This is the first map of a number of maps which seems to have
          taken the contest limitation of 100 brushes as "make a standard
          map but smaller and no detail". Brushes in this map are not
          maximised in any way.
gameplay: Mainly fighting grunts and enforcers, with a single surprise
          fight thrown in. Difficulty is decent, though not that balanced.
overal:   Clearly doesn't comply with the objectives of the contest, and
          the result is a small map which is not very special.

ranking:  10
name:     Periwinkle Paranoia
author:   Noel Lacaillade aka Edgecrusher [see edge1a.txt]
stats:    99 brushes, 249 entities, 437k bsp, 72k map file
brushes:  Yet another interpretation of the contest: to retain the
          normal size of a map and only use 100 brushes, the author
          uses enormous out of scale box rooms of the kind I haven't
          seen in an SP map since '96. This is clearly the ugliest
          map in the contest, despite the ikblue textures used.
          On the plus side, this is definitely the largest map in the
          contest.
gameplay: Using the largest number of monsters in the contest in very
          large packs (especially on normal and hard), the gameplay of
          this map is different from the others and very doom like.
          Easy doesn't do it justice, most fun can be had on hard where
          the amount of monsters far outnumbers the ammo, so most monsters
          have to be killed by infighting, which is a lot of fun thanks to
          the large scale which makes it easy to run around them and
          organize confrontations. I managed to kill all, but 3 monsters
          still remained as missing?
overal:   This map would have rated last given the architecture, if only
          playing it on hard wouldn't have been as much fun.

ranking:  11
name:     Diez Equis
author:   Fern [see fern100a.txt]
stats:    100 brushes, 111 entities, 677k bsp, 60k map file
brushes:  My evaluation of this map is similar to #9, but worse yet because
          it is smaller and clearly "wastes" some brushes.
gameplay: Playing this map is good fun while it lasts, with many monsters
          teleporting in. difficulty levels are decent. It has a bug in
          that if you don't exit the level immediately after killing the
          shambler, you won't be able to exit it at all.
overal:   Again, doesn't get the point of the contest. Very small map.

ranking:  12
name:     Medieval Minimalism 
author:   Grahf, aka Owen Greenwood [see grahf100.txt]
stats:    93 brushes, 182 entities, 449k bsp, 70k map file
brushes:  Some well used brushes, and the atmosphere is pretty good.
          Overal, similar to #9: brushes aren't used to the max
          resulting in a small map.
gameplay: Well thought out difficulty settings, but slightly too
          easy on the whole. Let down a lot by an appearent lack of
          testing, as this map can't be finished on easy (the vores
          which aren't present cause an error in quake) and other
          bugs (two monsters which seem to be stuck in eachother).
          I suggest you play it on hard.
overal:   A decent map, which could have ranked higher if it weren't
          for the bugs.

ranking:  13
name:     Cliffside Carnage 
author:   Killazontherun [see klz100b.txt]
stats:    73 brushes, 72 entities, 444k bsp, 44k map file
brushes:  I couldn't help but quite like the idea of this map
          when I first played it, it is quite original. It is
          still quite short however and the ending seems incoherent.
          This is the map with the least brushes.
gameplay: Good fun on easy and normal, but consistantly a tad too
          difficult. Finishing with 100% kills on hard would be quite
          a feat.
overal:   Not a bad map, but doesn't offer much beyond the idea.
          Would have been rated higher if balanced better.

ranking:  14
name:     Shadows
author:   Killazontherun [see klz100b2.txt]
stats:    98 brushes, 114 entities, 445k bsp, 61k map file
brushes:  A quite small linear construction, with no noteworthy
          brushwork. On the plus side does contain 3 seperately
          styled areas.
gameplay: Oh dear. I wonder wether this was playtested at all. On
          easy it is certainly possible, but quite hard. On hard, I
          wonder if it is possible at all to finish with 100% kills,
          and I certainly would like to see a demo of it. Think 3
          shamblers to start with using ssg/ng, then 3 fiends with
          little space to move and no health, then another barrage of
          ogres and hellknights for your axing pleasure. At the end
          another shambler of course, and a RL to take him down with.
          May the force be with you.
overal:   uninteresting map with meaningless gameplay. A worthy last
          spot.


The start map, "100 Brush Brutality" was made by Paul J. Brosche (Palldjon),
the author of "Abject Abscess". It contains far more than 100 brushes [see
start.txt]. Thanks Paul!



==============================================================================

* Copyright / Permissions *

You now the drill: don't tamper with the archive or anything in it. Cheers.
Distribution in any way is ok. Hey, you could even ask me :)


Wouter van Oortmerssen (aka Aardappel)


