Major Mapping Contest #4

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YM

LVL100 YM
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Dec 5, 2007
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compctf_title.png


Time for another contest! We're taking a look at something new that no one has tried before: competitive CTF. We're not setting up too many rules for how you do it, get creative! Maps have to be flag based and work. You have four months to show us what you can do. The contest will end on Saturday May 8th at 04:00am (04:00) UTC. (Check for your timezone)

Rules
  • Map must be a CTF map
  • MAP WILL BE SCORED ON TOTAL FLAG CAPS PER TIME - NOT FIRST TO NUMBER OF CAPS. Remember this when designing your layouts. This is a design reminder. This functionality is handled server-side and is set up for competitive matches beforehand.
  • No multi-stage maps (this isn't the last contest!)
  • Custom content is allowed, All publicly released content will not count towards collaboration, more than 'a few' from a single modeler specifically for your map will, the first 'few' wont be.
  • Collaborations are not allowed in any form. Aside from the fact that splitting prizes would be a nightmare, it also presents a significant disadvantage for everyone who works alone.
  • Must be able to spawn 32 players (16 per team spawnroom)
  • Map must include this content: At least 4 posters or models for the Novint sponsor in clear sight (i.e. gameplay areas, not the spawn room) and any 1 of the fine TF2M posters. I realize there are only 4 Novint items right now and you might feel a little limited. More will be available in the near future. If you wish to make your own, please send me (YM) a PM so I can confirm them. All the premade content you need can be found here
  • TF2M staff are allowed to win, but the contest judges are not.
  • Maps in early alpha that qualify with the above rules as of this post might be allowed entry- talk to me (YM) for approval

Here's some basic guiding principles for your map:
  • Your map should be fast paced (that's the big one!)
  • Complexity doesn't make it better
  • Have good open ground for fighting
  • Use vertical elements for additional interest
  • Make sure navigation is easy
  • Consider keeping it small and more focused
  • Strategy is core to team gameplay- offer strategic choices
  • Comp teams doesn't have to mean pro teams, anyone can play competatively
  • "Mapping for a competitive audience" on Nodraw.net
Competitive teams don't want any surprises. Easy navigation, fast action, strategic (albeit very quick) pathway decisions. This is obviously a farcry from what most of us are used to. But we collectively represent the very best custom-content makers in TF2. So if anyone can make this work, it's us.

Judgement Procedure

Eligibility: Maps will be checked and disqualified when the contest submission deadline ends if they do not meet the rules.

Judging Categories Note: We will be hosting new Gamedays specifically for 6v6 play.
  • Gameplay - how well the map plays, map flow, etc. How well it plays out competitively.
  • Class Involvement - how well classes assume their roles, how the map offers opportunities for each class
  • Style - how well the map fits into TF2. Detailing, architecture, geometry, etc.
  • Optimization - how well the map is optimized. Framerate, filesize, etc.

First component - Popular Vote
  • One thread will be made where votes will be posted to. The first post will contain a template vote which voters will copy and paste as their reply, changing the numbers to reflect their opinions.
  • In this thread, voters will have the opportunity to grade each map for all categories, from 1-7, as well as giving a short summary if they wish. (Allows for two grades above and below average as well as one for "simply unbelievable" and "utterly abysmal" which you should think long and hard before awarding!)
  • The results of each vote, after the judging time is over, will be calculated together to get an average rating for each map.
  • Users MAY NOT grade their own maps.
  • The goal of the popular vote is to get an overall rating for each map based on everyone's impression of how fun it is. It prevents judges' votes from counting too much, and makes sure the winners are indicative of our entire community's feelings.

Second component- Judges' votes
  • There will be a panel of judges. For the first time ever we're getting rid of the idea of "default judges" like myself and the other moderators. Instead we're posing an open application for anyone who feels they have the expertise to provide a higher-than-standard level of feedback. If you would like to be considered to become a judge please send a PM to me (YM) with a statement about what you feel qualifies you before the end of April. Once the site staff have decided on whether or not to accept your application you'll be contacted and will gain access to a new judges-only forum when signed in.
  • Judges' own entries will be disqualified from winning; they will receive marks but will not be eligible to place in the final rankings. Judges may review their own maps but their rating will not be calculated into the map's total score.
  • Judges will playtest each map considerably on their own, via the tf2maps.net server or private servers.
  • Each of the 4 categories is worth 25%.
  • Each judge will rank each category on a scale of 1-7 and include a write-up of their decision making process per map. The judges' ratings will be averaged for each map. Each step of this process will be publicized.
  • The goal of the judges' vote is to get a professional look at each map, with a high degree of scrutiny that the mapmakers can use to improve their skills in the future. It prevents a tyranny of the majority, wherein people vote on maps in a popularity contest, thus making the rankings fairer.
  • The judges' average ratings will be multiplied by a factor of .5, and the popular average ratings by a factor of .5. This means a 50%-50% split. They will be added together to achieve the maps' final ratings.
  • The maps' ratings will be published, the ineligible maps (like the judges') removed, and then the final rankings posted. The final rankings will determine the winners.

The entire formula for a map's rating is such:

((Voter's category scorings added up)/7)/(Number of votes) * .5 + ((Judges' category scorings added up)/7)/(Number of judges) *.5 = Final ranking. This formula will be published with all variables so that we all know it was a fair contest.


Submission Procedure

This time once the submission thread is up and the deadline set you will have until that deadline to the second with no exceptions. Once the deadline has passed there will be a short period (<1 week) where we will accept updates for game breaking problems such as the numerous crashes we had last time. We WILL NOT allow any changes other than directly fixing whatever issue that arises, resubmitted maps will be checked and any that contain changes unrelated to the issue in question will be disqualified. After that time period no more changes will be accepted.

Prizes

1st Place
1 x Novint Falcon Bundle


2nd Place
Your choice of any game from the STEAM Store
1 x random class TF2 keychain + 1 x TF2 card pack


3rd Place
1 x TF2 Mouse Pad
1 x random class TF2 keychain + 1 x TF2 card pack
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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Ah, why not.
 

Ida

deer
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Jan 6, 2008
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Well, this sounds fun and I definitely want to try it.

But I have to ask one thing - are we expected to exlusively/mainly test our maps in 6v6 play, or can we also choose to simply make a fast-paced CTF map along the guidelines in the thread?

The reason I'm asking is because, while I'd be ok with entering my map to a 6v6 gameday and spectate, I'm not too interested in trying to play competitively myself in order to develop my map. I'd been hoping I would be able to test this on regular gamedays as well.
 

Rikka

L5: Dapper Member
Feb 10, 2009
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388
sounds fun
 

YM

LVL100 YM
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Dec 5, 2007
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But I have to ask one thing - are we expected to exlusively/mainly test our maps in 6v6 play, or can we also choose to simply make a fast-paced CTF map along the guidelines in the thread?

The reason I'm asking is because, while I'd be ok with entering my map to a 6v6 gameday and spectate, I'm not too interested in trying to play competitively myself in order to develop my map. I'd been hoping I would be able to test this on regular gamedays as well.

A truely good map is fun in both 12v12, 16v16 and 6v6. Although that can be very challenging to pull off. We're looking for maps that are fun when played with a team of players who are comunicating well and playing to win. A map that is fun in this manner should be fun in 6v6 as well as 12v12.

Would trains count as "Insta-death or environmental hazards"?

Trains are definitely an environmental hazard ;)

Map must be a CTF map

Does this mean it must use the "bring enemy flag to your base" mechanic, or does it just have to use flags?

Yes, the backpier and aurora modes from Mangy's maps are both allowed. And even a single flag map provided that both teams can cap.
 

YM

LVL100 YM
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Dec 5, 2007
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Content pack models:

Crate models look like this (square one also provided)
novint%20crate.JPG


And the novint computer station:
novint_fix.JPG


Novint signs included:

sign001.png

sign002.png



Feel free to make to make your own, but please make sure you PM me before using them instead of our ones
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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Symbolic Map: Replace the Intel with our Dignity, where you must deposit it into the bank vault of Novint Industries.
 

YM

LVL100 YM
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Dec 5, 2007
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Symbolic Map: Replace the Intel with our Dignity, where you must deposit it into the bank vault of Novint Industries.

In future we wont be having such awesome prizes since you obviously don't appreciate them. Ahd if you personally win any prizes in this one I'll make sure all you get shipped to you is bubblegum and bellybutton fluff.
 

MangyCarface

Mapper
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Feb 26, 2008
1,626
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Please clarify @Custom content:
Produced by whom? as @ No collaboration would prohibit map requests

Also, the idea that collaborating actually gives an advantage in a 1:1 ratio is fundamentally flawed; pairs face some very very significant barriers in cooperating, and in many situations will end up working more slowly than a single person.
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
1,798
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I am almost certain that I will be asked to create custom content for one or more clients, is this against the collaboration rule?

Last contest I didn't even bother asking if this was against the rules. My content was in at least 7 of the 16 entries...I am just concerned for people like myself being asked to create content and whether or not this will disqualify our clients entries.
 
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