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...
An unremarkable SD map.
Uses the same gamemode logic as sd_nowhere, but keeps the point behind closed doors until it's ready to be captured.
I barely put any thought into its gameplay, and I felt bad about that, so I tried to compensate by making it as beautiful as I could.
In a 2004 sort of...
My fastest microcontest entry yet
For Microcontest #20 "Static Spawns"
The challenge: build a map around 2 prebuilt spawnrooms, without moving them or altering the internal geometry
A compact and abnormal ctf map
Not only are the spawnrooms back to back, so are the intel rooms
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...
For microcontest 19, me and zythe each made one half of a koth map, each unaware of the other's progress.
Out of the two of us, I definitely made the less sane half.
Please try to enjoy it.
Blue starts in a Field, Red starts in a Cave
In the middle, a Canyon.
Expect much spawncamping and an unbalanced experience.
Also Market Gardeners & Pyrosharks abound
My submission for the 19th Microcontest! Hit all the punches for this one! Just wish the logic worked as intended, had to scale back in a major way due to difficulties. Hope it's enjoyable nonetheless.
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...
A PLR map in the style of Pipeline stage 3, but with efforts to make it less spawncampy and more focused thanks to doors that only open once the cart passes a certain point.
Also features the train finale from Banana Bay.
A formerly 2-stage, now 3-stage medieval payload race map featuring a throne room and mysterious cave. Push giant team-colored steaks to victory!! Discover the crazy secrets of this map I made in a concerningly short amount of time (by my standards)!
Cart Model Used...
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