TF2Maps.net 72HR Jam: Winter 2016

Which weekend should we run the map jam?

  • 16th January

    Votes: 8 17.4%
  • 23rd January

    Votes: 11 23.9%
  • 30th January

    Votes: 16 34.8%
  • 6th February

    Votes: 9 19.6%
  • 13th February (Will run over Valentine's Day!)

    Votes: 5 10.9%
  • Later than that!

    Votes: 1 2.2%
  • Earlier than the 16th January!

    Votes: 15 32.6%

  • Total voters
    46
  • Poll closed .
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LeSwordfish

semi-trained quasi-professional
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Aug 8, 2010
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That's right! It's time again to start talking about what we want to do with this year's 72hr. With the last 72hr event having the largest amount of submissions to an event ever, we've decided to change things up. Introducing the TF2Maps.net 72HR Jam. No rules, no limits, no holdbacks. This is big.

I'll spare you the strawberry/raspberry jokes and move to the point - this is not a contest. The scale has grown beyond what we can reasonably run that way, which is great news, but does mean we need to change our plans a bit. So how is the 72HR Jam different to the previous 72hr contests?
  • No Contest. No judging. No prizes. (Everyone is a winner!)
  • No rules! You can make whatever you want - New maps, gamemodes, detail environments, particles, props, hats, weapons, plugins, sound mods. If it's TF2 related, you can make it.
  • Collaborations are allowed. In fact, we want to encourage them - more on that later.
All of this is decided by the way, at least for this one. We'll consider it carefully afterward to see what works, but don't bother writing a seven-thousand-word diatribe on how we should be making it competitive, because that's not a decision up for discussion. With that in mind, what's staying the same?
  • We'll give you a time, as usual, and we'll probably have a specific place for posting things you've made so everyone can see them all.
  • We'll be running regular playtests, and helping people run them, as usual.
  • For non maps, make sure to constantly post what you're creating, so everyone can provide feedback.
  • You won't be able to update for a few days afterward, so everyone can see what was done in the time period and give feedback. You won't have to wait for a judging period though.
There are two things we specifically want to encourage, and the first is collaboration - between mappers, between communities, between skillsets. We're hoping to get other groups involved as well, such as streamers, modellers, and SFM groups. Frozen and Fubar are working on a big post about collaboration tools at the moment - that'll be up soon to help you. We also want to get loads of great feedback for everyone, so no matter what you're making, you get some use out of it. At the end of it all, we're thinking of recognising community members who're particularly helpful - one thing we're interested in is suggestions on how to do this.

So yeah. Make something awesome! Do it however you want, and lets have fun together as a community.

---

With that done, what we need to decide on is the date. I'm planning to run it this time, but I have some pretty gnarly exams in mid January. As such, I'd like to run on the 23rd-24th January or later. What weekends do people want to do? What can't they do? If we want to do earlier than that, that's also okay. Don't give us any bull about Valentine's Day - your first love is hammer.
 

Osspial

L2: Junior Member
Jul 21, 2015
66
75
Christmas eve weekend probably wouldn't work out too well a lot of people will want to spend time with their families and such, and a 72hr mapping jam works to inhibit that.

Whoops, read as 23-24 of December.
 
Jul 6, 2015
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Not saying im against it, in fact im for it, but just curios as to why the Competitive aspect of the 72hr event was removed?
Again great idea getting more communities involved, love everything just curios.
Super stoked for the turnout of this jam, little sad you said no puns.
 

Jethro

MUSty Complainer
Nov 2, 2009
287
281
Guess I'll throw my hat in and do some modelling during the 72 hours as well.
 
Jan 20, 2010
1,317
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I welcome the removal of competition. I do think it'd still be cool to have judges to just give more refined input, though.

I'm super down for this. Not sure what my schedule will be like then, but I should be available to do some mappin'.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Not saying im against it, in fact im for it, but just curios as to why the Competitive aspect of the 72hr event was removed?
Again great idea getting more communities involved, love everything just curios.
Super stoked for the turnout of this jam, little sad you said no puns.
The short version is: fairly judging so many entrants was taking far too long. We could judge them unfairly (not nice), lose some entrants (not fun), or remove the judging altogether.

The long answer:

Basically, as sword said, it was super hard to reasonably judge all the entries. It's no fun for anyone involved. So, we set out to find a solution to this. There was a lot of different ideas proposed. Eventually, we just decided to chuck the competition all together. Why? because many times, especially with our competitions, they're super limiting. "Making a CP Map. Make a Payload map. No collaboration" ... it's limiting, even for a 72hr contest where the only limit was time and a couple other things. Competitions can sometimes limit creativity, and make people 'play it safe' instead of trying new things or pushing for some innovation.

We want people to feel comfortable trying new things. Pushing limits, being kind of silly. Removing the contest part of the 72hr, and opening it up to anyone and anything, lets everyone try and make what they want to make. No reservations, no holds. Want to get a couple modelers together to make a new theme pack in 72hrs and then a map to go with it? Go for it. Want to make some killer MvM missions? No one will stop you. Want to use this time to learn how to model a hat? Awesomesauce. Try new things, don't be afraid to take some risks and try new things that you might have felt wasn't 'safe' before.

Go, my friends. Be creative and make awesome shit.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
while I have no say in what's the mission statement of the event, here's what I have to say.

I'd like to encourage people to use their 72 hour time frame to build a proof of concept. again, this is a jam. If you end the 72h period with a convincing pitch and a clear direction, try to get people on board and make it a team project after the fact. I think team projects are a great experience that can help the people here to grow as level designers, and perhaps specialize in the branch of their craft they are most interested in i.e.: level design (white-boxing), level artists, special effects artists, optimization, scripting, management, etc. This is one the ways we can mature as a community as the idea of professional tf2 mapping is becoming more and more real.

If you want to do teamworks during the 72h period, that's super cool too. but know what you are getting into and try to experiment with the tools that can help you with collaboration beforehand. The 72h period is not a good time to figure out these things and could doom your project.

Take the opportunity to build bigger and better. Work smarter, not faster.
 
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Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
Another aspect is that any judging at all completely stalls people's momentum and results in a load of orphaned maps - we want to use the events as a springboard for new projects that continue to be developed after the event has ended: this lets us do that.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
So would the results of this just be displayed in a showcase?
Also wouldnt this prompt the official release of the winter mapping pack. <-- Hint Hint

This is nothing to do with the map pack. We can't promise much of a showcase of everyone's stuff - i'd be very happy if we had too many entries to all put in a showcase video!
 
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Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
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Is there still going to be an upload thread? And will the period immediately after the jam still be dedicated to testing the maps?
 

Cole Slaw

L2: Junior Member
Feb 26, 2015
88
68
I'm going to probably do a thing!
Though i do have a question, can we use content from older maps in our Jam maps? (if we can, maybe i'll consider making coelslaw less awful, and move it into "playable," give it a name, and go somewhere with it.)
ALSO, do TF-themed lego builds count as a thing? because if they do, i might consider doing 2 submissions. (:3)
 

Agameofscones

L1: Registered
Jun 4, 2015
16
12
Ah man this is sweet, hopefully I'll finish up my map for TF2C by then so I can participate. Might do an art map, trying to make a map with no props, heh, yeah.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Is there still going to be an upload thread? And will the period immediately after the jam still be dedicated to testing the maps?

Yes- so we have the final version of everything entered all in one place- and yes, but this time so we can give them all a bit of feedback and help rather than for judging.

I'm going to probably do a thing!
Though i do have a question, can we use content from older maps in our Jam maps? (if we can, maybe i'll consider making coelslaw less awful, and move it into "playable," give it a name, and go somewhere with it.)
ALSO, do TF-themed lego builds count as a thing? because if they do, i might consider doing 2 submissions. (:3)

Content from other maps is fine, but we'd like it to fundamentally be a new project for now, so it might be better to start afresh. And Lego is fine!

(Personally i'm hoping somebody writes some tf2 fanfiction)
 
Dec 28, 2014
330
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An interesting change, I look forward to seeing if the number of entries changes because of this. I do think we were getting way too many maps in the previous 72 hour contest and it was nearly impossible to play and judge them all so a change was needed pretty badly.
 

Woozlez

L3: Member
Jul 28, 2010
129
287
If anyone needs assistance testing MVM maps or missions during this, I'll make sure your maps and missions get put on Potato's Servers immediately when you need it, just add me.

Also, if you need help getting in contact with some SFM creators or major workshop contributors, I can pass along a good word to the ones I know so they'll add you and you can begin a dialogue.

If you're looking for someone with a specific skillset that your collaborative team doesn't have - like particle effects, or making tf2-styled textures - I know a few people as well that would most likely be very willing to assist.

Finally, if you need organizational advice because you want to make expand your project past 5 members, I'll gladly discuss all the wisdom I've learned in my time leading different projects.
 
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