Get ready to clock back in for Microcontests Season 2! Once more, I'll be running monthy microcontests focused on strange rules, wacky restrictions, and pushing the limits of TF2 speed mapping. Be warned! These things aren't for the faint of heart. You'll be expected to be able to make an...
Welcome to Microcontest 10: Spiritual Successor
It's time for the last Microcontest of the year, so let's channel the spirit of the holidays and resurrect the dead! Wait, what do you mean that's not what "holiday spirit" is?
Your mission—if you choose to accept it—is to make a spiritual...
Welcome to Microcontest 9: Buddy System
Grab a buddy and get ready for one of the most experimental Microcontests yet! Today we're taking taking a peek at parallel universes; starting from the same point, how does an idea evolve when built by two different people? There's a lot going on here...
Welcome to Microcontest 8: Thinking Inside the Box
Psst, hey! Attached is a .vmf that contains a 4096 x 4096 x 2048 cage made of skip brushes. Your job is to make a map that fits entirely inside that space. Everything, including skybox brushes, must fit in the box! You can do any mode, but only...
Sticky Stopper - Make stickies work with moving/dissapearing platforms and props
Long have we sought a way to make stickies work nicely with moving objects in TF2, and today I finally present one possible solution: The Sticky Stopper!
This is an entity setup consisting of a trigger, a filter...
Welcome to Microcontest 7: Soaked!
Prepare to be positively drenched, since it's time to take the plunge into this month's Microcontest: Soaked! Your job is to make anything that uses water in a meaningful way. Any gamemode, any visual style, any use of water you want. There's only two...
Welcome to Microcontest 6: BATT Builder
You know what people like? Payload maps.
You know what people don't like? Setting up all that pesky track and logic.
Do you know what would be great? If someone could make a track for people to build around with all the logic ready to go.
Do you know what...
This is a heavily modified version of the Official PASS Time prefab that was created by Escalation Studios. This prefab was originally created for Microcontest #5: PASS Time Panic. More information about PASS Time and its design conventions can be found there.
The official prefab is a bit of a...
Welcome to Microcontest 5: PASS Time Panic
Today we venture into the realm of one of TF2's most divisive game modes: PASS Time, a deadly game of soccerhockeybasketball. Personally, it feels more like Team Handball to me. Regardless, this oft overlooked mode is our focus today, so you better use...
Welcome to Microcontest 4: Arena+
For today, your prompt is to make a map for the long-lost Arena mode in under three hours. Any kind of arena mode variation is welcome; as long as one team all dying ends the map, it counts!
Some modes that count as Arena for this Microcontest:
Standard Arena...
An experimental Smash Bros map for detailing practice, and also it just seemed like fun to make one. Maybe bad? Who knows!
The killzones are probably too close.
Features:
Dynamic respawn points that activate/deactivate spawn points to make sure you're not spawning in/on/near enemies
Edge...
Welcome to the realm of Microcontests! For every month in 2020* I'll be running a Microcontest to see how far we can push speedmapping for TF2.
Be warned! These things aren't for the faint of heart. You'll be expected to be able to make an entirely functional map in only a few short hours. The...
The entity setup from pd_waterlog. Features two control points, one chosen randomly at the start after which the points alternate, along with the trapdoor mechanisms. They're quite complicated and feature a bunch of different fallbacks to keep players from getting stuck.
The central platform in...
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