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BASCO 2014 Stage 6 - Voy wins!
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BASCO 2014 Stage 6 - Voy wins! 2014-10-02 23:03:49  

    Welcome to the ManiaExchange BASCO 2014 Stage 6, where BASCO stands for "Build A Stage COmpetition"

    It will replace the Monthly Track Contest (MTC), September and October 2014.

  • What is a BASCO?
    The BASCO is a competition separated into 8 stages: The Route (6 Stages), the Scenery (1 Stage) and the Mediatracker/Screenshot (1 Stage). Each stage consists of a few days for building and a few days for judging.
    In each stage you continue on what has already been built in the previous stages and fight against your competitors for the best part, which will continue the map.

  • Timetable
    List of all deadlines
    The deadline is currenty set at 10pm CET for each stage, but will (for sure) differ on some days because it is not possible to be there in time every time. To still maintain the reliability of deadlines in that case, I will only delay them and never hurry them up, so that maps will never be due earlier.
    Additionally, if I happen to know a delay early enough, I will obviously try to note it down in the List.

  • Deadline for Stage 6
    As you can infer from list, the deadline for the this Stage will be Tuesday, 07.10.2014 22:00:00.


  • Prize
    • :gold: Honour and the right to brag! (Jozii used to say that :p)
    • :gold: The winner of each stage wins a showcase of a map of his choice on the frontpage, getting extra spotlight!

  • Rules
    • Environment: Valley
    • For this stage you have to continue on riolu's Stage 5 part. Delete the finish and start building, but make sure to not remove any of the other blocks except scenery.
    • The Map contains objects you are allowed to use, which add up to almost 150KB. Those are the following from Dagobert's Valley Extension pack: BankedCurve_04, BankedCurve_03, FlatRamp_11, FlatRamp_09 and FlatRamp_07.
      Make sure that object embedding under "experimental features" is activated.
      (You do not need to download Dagobert's pack, as the object files are already included in the mapfile.)
    • Do not delete the objects in the edge of the map! Thus every future builder can see and receive them.
    • Your part must have a maximum length of 10.x seconds and a finish at the end.
    • If you happen to have any troubles building a finish below 11sec, for whatever reason, just build three finishes above the first block, which is not a part of your track anymore. Then you can build enough connectors on the ground to place the actual finish, which you'll drive through, just a bit later (e.g. 15sec).
    • Do not build any scenery, as there will be a scenery stage near the end of the BASCO. Only build blocks your really drive on (including respawnroute) + signs if necessary.
    • Blockmixing is allowed. Just check others' blockmixed parts again, when you move the track with the copy and paste tool.
    • Please center the thumbnail of the track on your part, to make it easier to identify parts in the judging form later one. (You can change the thumbnail under extended options "Hammer symbol").
    • Validate and save the Map as S#-YourAuthorName (S#= Stage #, so replace # with the current stage number) and upload it to the mapgroup for this BASCO.
    • If you won a building stage already, you're not allowed to participate in another building stage because we want as many builders as possible in one map. Scenery and MT Stage are not included in this rule ;)

  • Judging
    Judging will be a bit different this time:
    • Everyone is allowed to judge, even players who submitted a map (just give your own map a 10)
    • In order to judge you will have to fill out a form and enter your name in a list on mx to verify your judging. (The link and the exact spot to enter your name will be provided once the judging begins.)
    • Every part will be judged with marks from 1 (bad) to 10 (good).
    • Note that you have to judge a stage entirely, you cannot judge only half of it.

  • Tipps and help for object embedding

Good luck and have fun! If you have any questions, please ask. (y)

Last edited by haenry, 2014-10-31 22:49:34
gado is a
Location: DE
2014-10-05 09:24:50  
Will the blockmix somehow be fixed during the scenery part? Because now, it is simply plain ugly to drive and it disturbs you when trying to focus on the next curve.
Moped Racer
2014-10-05 12:20:12  
Yeah, I think it's a good idea to fix it. Maybe riolu can even propose a fix he likes, as it is his part?
But yes, it's going to be fixed ;)
gado is a
Location: DE
2014-10-05 12:45:44  
I'd also suggest to include the placement of the objects in the scenery part.
MX Supporter
Location: IT
2014-10-05 13:14:45  
I think the scenery stage builders can decide on their own which objects they want to add, as far as the 150kB limit allows for that. They are the last Stage of building, so why not give them the opportunity to use up the full 150kB size limit?
Last edited by haenry, 2014-10-05 13:14:59
gado is a
Location: DE
2014-10-05 14:23:59  
I was thinking also of placing the existing objects better, if possible.
Last edited by erikfzr, 2014-10-05 14:24:40
MX Supporter
Location: IT
2014-10-06 14:49:11  
If I did a change on my map, can I simply reupload it?
And I fully agree with erik, the objects placed at the moment could be redefined during the scenery stage as they are really badly aligned at the moment.
Last edited by tcq, 2014-10-06 14:50:11
Moped Racer
2014-10-06 18:22:38  
Yes you can, tcq.

Which ones are you talking about? :o
gado is a
Location: DE
2014-10-07 19:45:38  
For example, the small blocks in front of the roof transition of stage two or the ones on the right side of the street->roof->loop transition in stage one. At the ramps in stage 3 at the street platform transition, if there would be an additional ramp where the small white block is, it would give more space for error when driving the transition. Then the ramps in stage two, they aren't aligned properly.

Edit: Updated my map :)
Last edited by tcq, 2014-10-07 19:56:13
Moped Racer
2014-10-07 19:58:51  
Aah, those objects you mean. I only thought of objects you actually drive on.
Yes, I'll think of something that allows a proper manipulation of these objects without changing the original part too much ;)
gado is a
Location: DE
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