Contest idea thread!

Fogold

L2: Junior Member
Jan 23, 2009
92
7
I would rather like an arena map contest. They are rather small, so it would probably get lots of contestants, and they are actually proper maps that are played for fun, unlike from the previous 2 competitions. What I liked so much about the single-stage payload competition was that there was so many great entries to play :).
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Some of this has already been mentioned, most is just brainstorming....

- 3d skybox
- Payload explosion scene
- Best use of water
- Best alpha lay-out
- Custom 2d skybox
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
During summer people have a lot more free time and a full scale project contest might be appropriate. Something starting within the next month and ending September 1st would be an excellent timeframe.

The community loves 3 stage A/D maps. Re-treading that ground isn't a terrible idea.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
I wouldn't mind seeing a mapping contest which is over a 24 hour straight period. Give like a pre-designed layout (E.g. if its a 5cp map, have a base one done which has to be built around, (E.g. no brushes done; just entity set up; which are not allowed to be changed)

the mapping would be done for 24 hours straight (or 12 & 12; which ever people prefered to do) and then the results are posted and the one which plays the best/looks nicest wins


:p would be an interesting thing to do
 
May 23, 2009
205
34
Since we had better than badwater, maybe prettier than pipeline?

Poor Dario won't be feeling too good if we did! :lol:

Personally I hope its around multistage CP maps like dustbowl, since there are next to none of those, and the ones that do exist are pretty bad (castle, egypt, bloodstained etc)
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
Personally I hope its around multistage CP maps like dustbowl, since there are next to none of those, and the ones that do exist are pretty bad (castle, egypt, bloodstained etc)

Careful what maps you say there Icy, you might get yourself banned from these forums :)

castle has decent gameplay if a little large, but really isn't tf2
egypt has a good amounts of parts that are very unbalanced/ not fun
ive heard youme say at least once that he doesn't like the direction bloodstained took, something about listening to the wrong person in regards to layout >_>

aqua doesn't work in so many ways, tf2 doesn't transition with water terribly well and tends to result is slowing the combat, there are also quite a few long sightlines where you find sniper spam
boulder as a whole tends to kill any server its played on, as blue team you get a strong impression that you are fighting an uphill battle the entire time

yeehaw looks interesting but its only one stage and is quite large
then there are several others that I never got past the absolutely terrible lighting or failed entity setup
and finally there are a lot of them that never made it past alpha for whatever reason <_<
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
One of the most well received Quake community mapping competitions was the 100-brush competition, where the goal was to make the most detailed, well balanced and lengthy single player map using maximum 100 brushes, including triggers, doors, etc.

While the limitations would need to be updated to handle all the different things (max 10 displacements, 100 models, etc) something like that could be a lot of fun working within the challenge and almost definitely not need an extension since the map could only balloon up to be so big. The challenge isn't "I have to make the best x ever" but "How do I best maximize my limited resources??"

Anyhoo, just a thought.
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
If we ever do another detailing contest, its to give everyone the same dev block building and tell them to pimp it anyway they want but it has to be somewhat recognizable.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
How about giving people a VMF with a bunch of player clipping planes for a maximum playable area, already shaped into a rough shape. Designate a gametype.

That way the rules of "somewhat recognizable" are very clear: You can make anything you want as long as you don't remove the outside-bounds that constrain player movement. For a given area, you can choose to make a wall with two tunnels through it, or a displacement hill, a building, or leave it a canyon, etc.
 
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