Do you like making maps with strange requirements under strict time constraints? Well, have I got news for you! Welcome to Season 3 of our 24 hour microcontests! Microcontests are not traditional contests with winners and losers; they are personal challenges designed to get you to explore new...
Now that Microcontest Season 2 is over, it's time to see all your lovely punchcards!
If you are willing, please reply to this thread with your finalized punchcard if you participated. Additionally, if you'd like to share some of your thoughts on the season as a whole, here's some things I'd...
Welcome to Microcontest 20: Static Spawns
It's time for the final microcontest of 2021! Today's you will—
Ah, it seems there has been a mix up and it's now 2022.
Hold on, there's been another mix up and we used the season finale early.
Regardless, today is the final microcontest of season 2...
A KotH map with some bridges. They shuffle every time the point is capped. Sometimes there's 3, sometimes 2, sometimes 1, and sometimes none at all!
Oh, and there's little maps in the spawn and near the point that let you see what bridges are in play.
Welcome to Microcontest 19: Dynamic, Asymmetric KotH
Prepare to suffer. It's time to play a ton of KotH maps in a row.
You must make a KotH map that has ONE of the following qualities:
There is a dynamic element directly influenced by the outputs of the trigger_capture_area and/or the...
After years of thinking, I finally managed to come up with a layout for an SD map that isn't just Doomsday Again.
I also did that thing where there's low buildings with accessible roofs again that I've been doing recently. idk I just think it's neat.
Probably too small.
Welcome to Microcontest 18: Lockout
We're detecting dangerously high levels of mapping energy, so today we're enacting some special new safety procedures. To comply with these new standards to ensure we don't overload the systems, you've all been completely locked out of working with any...
A PLR map made in around 16 hours for MC#17: Earth, Wind, and/or Fire.
Featuring:
Slow payload elevators (Earth)
Jump pads designed to make players collide in mid-air and fall into lava (Wind)
Fireballs on a sections of rollback track with a 0.3X speed modifier on the carts (Fire)
Welcome to Microcontest 17: Earth, Wind, and/or Fire
Do you remember? The microcontest last September?
Well, there actually wasn't one. But there was one in August 2020 based around including water in your maps, so today we're getting all the rest of the elements out of the way!
Make a map...
Welcome to Microcontest 16: Exclusion Zone
Last year, I asked you to build inside a single box for Microcontest 8: Thinking Inside the Box. Now, it's time to build outside of 484 boxes!
The provided .vmf contains a grid of 512x512x32704hu* pillars, arranged exactly 1024hu apart, filling the...
A RD map for MC15: Robot Destruction. Geometry was finished in under 4 hours, but an additional 8 hours were spent on logic, lighting, and clipping. I think the layout is neat, but it might be too small for RD. There's crocodiles!
Welcome to Microcontest 15: Robot Destruction
Get ready to blast off, we're on our way to destroy some robots! And not the kind that fights back either; we're here to destroy those small, screaming ones RED and BLU sent off to the moon that never shut up about errors.
Your mission today is...
Made for MC14: Trains
Trains run every 20-30 seconds; it randomly picks from sending the Red train, the Blue train, or both at once.
The layout is built with the main route weaving parallel with the train lines, and there's a ton of height variation between the two points. It's unlike anything...
Welcome to Microcontest 14: Trains
ALL ABOARD! We've got a timetable to keep, and we're not stopping for anything.
Today, your task is to make a map that includes a train hazard. Payload carts (even Lil' Chew Chew) do not count.
Here's some templates to get you started if you'd rather not...
Welcome to Microcontest 13: Mode Shifter
Wow, these microcontests sure don't give you a lot of time, do they? Wouldn't it be easier to just start with a map you've made before, instead of starting completely from scratch every time?
Today, your job is to take any previous map you've made...
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