- Jul 30, 2021
- 890
- 608
Hi. These are just some things that I want to see out of TF2Maps this year. No real restrictions on what they are / how large or small they are, just ideas I think have some merit. Will or will not explain who for certain ones. Wanted to get this out a little earlier but I felt I really needed to focus and wait for a day where I am 100% certain I feel confident about what I write.
Events
Internal Stuff
Social Stuff
Unsurprisingly these might turn some heads, idk.
Mmkay, that's it. If you have any thoughts, feel free to add to this. If you have any criticism, feel free to respond. Dunno how often I'll reply myself.
Events
- I think a more down-to-earth contest is what TF2Maps needs right now. I feel like Stack the Deck was too far of a direction where the team felt like they needed to be out there to be relevant, and I feel that it really created some significant problems that either ended up getting poorly addressed or never addressed. I do think too that it was a product of, well, not having done a major in three years as well, since microcontests had kinda taken over and ruled the contest scene for years. Something like "Make a CTF map" would be fine imho.
- I think a good way to make detailing contests is to have them be active parts in the mapmaking process. So for example, I think the Control Point Finale contest from 2017(?) was really good because it got people thinking about actual level design, whereas something like Globetrotter or Hot and Cold imo kind of missed the mark because yeah I see cool stuff but... well, I only see it when I'm looking at the actual contest and that's about it. I feel like a more gameplay-centric detail contest, like maybe making a 5CP mid or a Payload point, would be great.
- Something that's been significantly draining lately is seeing the same maps, over and over again, be played in comp. Even the "new" maps in comp are getting rather old, with what were once exciting, experimental maps like Divulgence, Entropy, and Govan just... not really ever gaining a presence competitively? I feel like a way to solve this would be to have maybe quarterly competitive events via TF2Maps, keeping the environment light and fun but still maintaining that competitive edge with proper whitelists and things, where we play some more unexplored maps (such as Explorer, Ancient, and Launch) and really just try and get them shown off to the wider competitive audience with some casters like fireside or something.
- This one is probably the furthest of a stretch, but I think it'd be cool to host a small, maybe 2-month Mann vs. Machine event where members on TF2Maps can really get into and explore MVM mapping in a more close-to-home way. I feel like mappers are kind of intimidated to go right away to potato since it's a very different community than TF2m (and we should respect them for it), but I think giving some more novice space for mappers and mission-makers to play around with would be appreciated.
Internal Stuff
- One thing I've felt really stressed to its breaking point in 2024 was the lack of proper communication from staff. Whether it was Stack the Deck, the hosts role just kind of quietly coming-and-going without much talk of that, the Tropic Crisis announcement which went poorly, I generally just feel like something was broken internally and it didn't really ever fix itself. I feel like one, maybe admittedly a little drastic way to solve this issue would be to be more public about what TF2Maps wants to do and where it wants to take itself. Whether that be through monthly write-ups, whether that be open letters, heck whether it be through polls just asking people what they want out of TF2Maps, I think it would be worth it to get TF2Maps on the right track again and being at its best.
- Something that I've wanted for a long time to really show how much I care about mapping and enjoy it being a thing in my life is that I've wanted to feel like mapping is a little bit closer to home. I feel like doing a bit of R&D into some merchandising opportunities, whether it be with Redbubble or Teespring or some other company imo would be worth it. Nerdy shirts with a picture of the hammer editor or the tf2maps logo on it or something, in my opinion, would be really cool. Maybe some art of community maps? That could be pretty rad. Let me spend my money on you guys, I want to wear cool stuff and help out the server financially!
- I have never felt more than now that my VIP doesn't really matter. The servers are buggy, the site goes down weirdly often, and it just doesn't feel like the money I spend on TF2Maps is really going towards anything worthwhile now that I've seen all this chaos. Sure, it feels good to support TF2Maps since I love mapping, but there's not really anything other than the want to be charitable that keeps me paying for this. Something I've advocated for is giving people a reason to buy VIP other than, well, just wanting to be charitable. Something cosmetic like having your own join message would be awesome to have!!! Like "Raaaa run it's Katsu" or something would make me happy to have whenever I connect to the server, it's a silly little thing but it really makes me feel like I'm part of the place instead of just, a player.
- This kinda has some overreach from the last point in that I really think this new host system needs to be worked on and finished asap. Right now, we have people who want to host and get maps tested that can't because they can't afford the "host tax" that is getting VIP, or they're VIPs who are essentially empty hosters because they don't wanna do it. It's all fine and good if you don't want to host, but I think we should be providing better opportunities to our willing players to actually get tests going and have maps be played. This should be one of the top priorities on TF2Maps at the moment in my opinion.
- I really wish the bot / the site / the feedback site / the servers weren't so buggy. The feedback site is practically unusable as-is because search is broken on it. If I want feedback, I want to go to the feedback site, not go through multiple hoops to find what could be the right version of the map via google.
Social Stuff
Unsurprisingly these might turn some heads, idk.
- Something that I think any mapper should be reminded of is that it's not all about mapping for the official game. You don't have to stick to "in-universe" or "in-canon" mapping if you don't want to, and I think those maps should be encouraged a little more as long as they're fun. I think in tandem with that, maybe it would be a good idea to develop a better line of communication between servers and the TF2Maps world. Doesn't have to be super fancy, could easily be something like what I did in 2024 and just shouted out a whole bunch of maps that were being worked on and I felt would be cool without necessarily making them "featured" here. You don't always gotta go big to have something nice, y'know?
- Something I think TF2Maps really struggles with when looking at a map is saying "I don't think this is worth testing." It's for good reason, no mapper on this earth ever wants to hear that phrase uttered towards their map, but in my opinion sometimes you need to hear that kind of thing to really grow as a mapper and understand that there are just some things that you can eyeball and say "It needs more time." From what I've personally observed, if a map has obvious flaws, people either refuse to feedback it or come off as kind of dismissive simply because they, well, aren't really allowed to say this? It's heavily looked down upon and sometimes will get you in trouble even when staff members say it themselves! I think that needs to change, because why should I spend my time on Little Timmy's first koth a1 that is a flat plane with no cover? Little Timmy isn't entitled to my time, and could easily be told that his map has problems before it even goes on the queue.
- Adoption is one of the best things that TF2Maps allows, and to me it's a shame that more people don't really take advantage of it. Just because you yourself can't think of a way to improve your map, doesn't mean someone else can't! And the best part of adoption? You get to dictate the rules. You, the original mapper, have all the power in the world to pick and choose who you think is right to take the reigns from you if you so choose. And you know what's great about adopting maps? Well shoot man, you just got yourself a free mid-alpha map at the cost of simply saying "May I take a crack at it?" I think adoption should be a much more widespread alternative to simply leaving maps to die, because the reality of mapping is that most maps could find an audience if they were ever finished! They just simply need some love, and encouraging mappers to spread that love would be awesome.
- Sort of in tandem with a previous point, I think it'd be important to invest some time into making resources that help newer mappers understand feedback. Like looking into the mentality of a player, where they are, what's the gamestate where they said a thing, watching demos and taking notes of certain power players and where they go, that sort of thing. There's a lot of second-hand influences that can be part of a player's outlook on a test, whether it be positive (getting an awesome 10-kill streak) or negative (getting spawncamped even when the map took measures against it). Even a simple (and easily accessible) glossary on common TF2Maps lingo would be appropriate I feel, like what the heck does "flank" mean as a new mapper?
- I was very much an advocate for making map reviews when the star system of reviews was made private. I still believe this was a mistake, as a reminder that TF2Maps is about... well, maps. I understand that there are emotions behind the maps, I really and truly do, but I don't think they are as important as providing a relevant and truthful outlook on a map. I don't think reviewers are infallible or always, well, the best at their job, but I do think most reviews are made in good faith in wanting to get a person's honest thoughts out there. I understand that a review that doesn't like a map may leave a mapper unhappy, but... you don't control your audience? I don't think it's a good thing to just outright silence criticism, especially on maps that have long been finished. The only thing I think that should be encouraged is waiting for maps to reach that "proper stage" (ex: late beta, release candidate, final) before reviews are even considered an option. I think one way to make reviews better would be a box that requires you to state how many times you've played a map, so you can get a better feel on whether or not a reviewer is credible or not. I understand there could be liars, but lying is ultimately out of TF2Maps' control.
- Ultimately, I wish the forums were used more. There's a whole bunch of resources available here that aren't really know about because they are simply buried under a pile of rubble. That pile of rubble is how you get things like me making my Article Index or something, simply because without a tool like that, it's more difficult to find good resources than it should be.
Mmkay, that's it. If you have any thoughts, feel free to add to this. If you have any criticism, feel free to respond. Dunno how often I'll reply myself.