APPROVED CUSTOM DEATHMATCHES
- Post 1 FINISHED DEATHMATCH with MINIMUM 50 PLAYS.
- Post the TITLE of the deathmatch
- Post a SEPERATE LINK (share - copy link) from R* Social Club
- Post DEATHMATCH TYPE (Normal - Team Deathmatch*) and CATEGORY (Free For All, Team Deathmatch, Vehicle Deathmatch, Melee Only Deathmatch,...)
*if default is TEAM deathmatch, be sure to specify if it is designed for 3 or 4 teams in mind (as it will always be set to a 2 teams standard).
- Post the DEFAULT SETTINGS (minimum-maximum amount of players (f.e. 4-8), time limit, target score, forced weapon and the locked weapons (Owned/forced/pickups))
- Please NO VIDEO'S OR IMAGES!
- Per approved deathmatch you can post a new one, so this doesn't turn into a 'share creations' topic.
Special thanks to handcuff_charlie, TheMckeever and peeeel for helping me on the guidelines. And again, thanks to LuapYllier for the format.
Judges will be volunteers who frequent the forum and can be counted on to review the nominations in a timely fashion.
We are still looking for active judges. PM me your social club page and your best deathmatch!
Current judge list
- All deathmatches should be for the PS3.
- Anyone can nominate a deathmatch for review whether it be theirs or someone else's. However, please state in your nomiation if a deathmatch is NOT yours, since you will not be in a position to tidy anything up if necessary for approval.
- Nominations should be for deathmatches that are finished, published, ready for primetime in the nominator's eyes, and already have 50 plays.... To make sure the deathmatch is properly tested. The reviewing judge's job is not to hold your hand and co-create a deathmatch with you.
- Do not include any video or images with your nominations. All the information needed can be found on the social club page.
- Any deathmatch nominated will be run by the judges along with anyone else they choose to run it with to get proper feedback.
- Two votes are needed to get approved.
- If nominations have two 'needs work' votes, the nominations will be removed until the proper changes have been made.
- Nominations will NOT be judged based on personal taste, judges ability to do well, or any other subjective criteria.
- Reviews will be matter-of-fact, to-the-point and honest. Feel free to disagree with the judge or help them if they have missed a crucial point of the creation that would affect or even change their critique. The goal is to get your creation approved! If you disagree with a judge, understand that they are looking at it from a an outside perspective as objectively as possible, you are not, so don't take it personal! All discussions will be done in a respectable manner.
- Judges might prefer to use a point system, the one following the guidelines or one of their own. Basics (5 points), Settings (5 points), Spawn Points & Team Start Points (5 points), Pickup Placement (5 points), Props & Vehicle placement (5 points) coming to a total of 25 points. If a nomination has 18 points (70 percent) it is counted as a yes vote. All below need work.
- Nominations will be judged based on the following guidelines…
- Effort gets noted easily so randomization will be picked up shortly. Therefore nominations will be judged on the thought and time spent to make the map.
- The location choice should be suitable for a deathmatch and it mainly themes the deathmatch.
- The deathmatch will be judged on the originality / uniqueness of the original map. Yes, almost nothing is completely original by now, but there should be some substantial difference between one DM nomination, to the next. By substantial, we mean something that changes gameplay... For example two DM's with no props at Michael's house but one has pistols and the other has combat pistols, that is not a substantial difference. It should have some variation in the propping, weapon pickups, something that will affect strategy and/or tactics during gameplay.
- The deathmatch should work as a totality. Naming it a sniper battle but having only melee pickups doesn’t work. When the deathmatch is themed, it gets reviewed accordingly. If the theme is set in the 50’s advanced rifles souldn’t be on the map.
- Balance is the key to all deathmatches. When there is only one tank, make sure there is a way for the other team to take out that tank. If there is a vantage point, make sure it has some vulnerabilities. Good vantage points are fine and legitimate as long as they are balanced spatially on the map and anyone has some chance to get into one, perfect vantage points (leaving the occupant practically invulnerable) are bad and wreck balance. For example, a single tank is a mobile perfect vantage point, even if it had no cannon and only shot a pistol round at enemies.
- The deathmatch should have equal advantages (balance!) for both themes. No one likes a deathmatch that is unfair for a certain team.
- Alll deathmatches have to be playable in both normal (free for all) and team deathmatch varieties.
- The size of the area should be considered fitting for the type of deathmatch and if the map is for example extremely large necessary vehicles should be placed.
- Time was spent to do a decent title and description. Deathmatches titled "Bazillion $$$!! JOIN NOW!! EAZY RUNK UP!!!!1!11!" will be laughed at and not considered. Don't bother.
- The trigger should be placed on an appropriate location for receiving the intended fighters and it should give a first hint of what the location will look like.
- The amount of players suits the size of the area.
- The time limit is not excessive or too short. Melee deathmatches usually have lesser time limits than gun fights
- It is always better to have a locked weapon + pickups or a locked weapon only. Players can always choose to set it to owned weapons.
Spawn Points & Team Start Points
- Spawn points and team start points are placed on suitable locations. Not on places where instant death is imminent..
- Team Start Points tend to be on opposite ends, but it can work when spread out. Depends on what the deathmatch is about of course.
- Spawn points should be facing in sensible directions.
- Weapon pickups are placed on the most suitable locations. Balance is again the key. Excessive placement does not work on small maps.
- Powerful weapons should be placed on locations that are harder to reach. Make the player who tries to reach it very vulnerable (for example a tall, exposed ladder visible and within firing range of a large portion of the map), or is centrally located so all players have more or less equal chance to get it.(Pay attention to lobby maps and mini-maps, kids!)
- It is always better to spread the weaponry as it stimulates the full use of the map.
- Power weapon pickups should not be end-game pickups. A single tank would be an end-game pickup in most circumstances. A centrally located RPG on a pistol map is not.
Props & Vehicle placement
- Props that have an aesthetical touch to them are a big bonus, but not a requirement. The key element is to be consistent and that the functionality of the props makes sense. Even better would be if the props or vehicles fit the theme of course.
- Places that might be too exposed should be provided with props that grant cover.
- Be weary of excessive use of the same large props. If they are used properly they are not an issue, but If used poorly they are an eyesore and a problem.