Contest idea thread!

jpr

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Feb 1, 2009
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No, I think they're a good idea. You learn so much more and with everyone taking a different approach to level design, we get more diverse maps. For example, look at our A/D CTF entries: We have slate with a lot of open areas, and snowdrift which is a bit more cramped. We've got multistage and single stage, flag spawning in base and flag spawning at the capped point... And then compare them to the plr maps, many of which work very similarly to pipeline.
 

lana

Currently On: ?????
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Sep 28, 2009
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No, I think they're a good idea. You learn so much more and with everyone taking a different approach to level design, we get more diverse maps. For example, look at our A/D CTF entries: We have slate with a lot of open areas, and snowdrift which is a bit more cramped. We've got multistage and single stage, flag spawning in base and flag spawning at the capped point... And then compare them to the plr maps, many of which work very similarly to pipeline.

Because nobody's original and thought of making a cool PLR map.
 

strangemodule

L5: Dapper Member
Sep 10, 2009
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Because nobody's original and thought of making a cool PLR map.

To be fair, the PLR maps are going to feel less innovative than A/D CTF maps, because A/D CTF has the advantage of combining two gamemodes, thus feeling unique right from the start. PLR maps are going to feel like Pipeline because well, it's just one gamemode.

The maps themselves (for PLR) look pretty interesting to me.
 

Rikka

L5: Dapper Member
Feb 10, 2009
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A/D CTF doesn't really combine the two modes at all. The CTF element isn't present at all outside of the intel.

Really, A/D CTF just has more room for originality than PLR.
 

lana

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Sep 28, 2009
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To be fair, the PLR maps are going to feel less innovative than A/D CTF maps, because A/D CTF has the advantage of combining two gamemodes, thus feeling unique right from the start. PLR maps are going to feel like Pipeline because well, it's just one gamemode.

The maps themselves (for PLR) look pretty interesting to me.

Nonsense. You can do crazy stuff with PLR. You can have multiple control points in one round, you can have regular payload timers that push carts back, or you can be highwind.
 

evanonline

L420: High Member
Mar 15, 2009
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I think Dustbowl/Egypt-styled CP maps are surprisingly scarce. A contest focusing on those would be very successful considering how popular the gamemode is.
 

Tinker

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Oct 30, 2008
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No, I think they're a good idea. You learn so much more and with everyone taking a different approach to level design, we get more diverse maps. For example, look at our A/D CTF entries: We have slate with a lot of open areas, and snowdrift which is a bit more cramped. We've got multistage and single stage, flag spawning in base and flag spawning at the capped point... And then compare them to the plr maps, many of which work very similarly to pipeline.

There's a reason why Valve chose the gamemodes that exist at the moment, and didn't go back to TFC's A/D CTF. To be fair, the contest entries have been brilliant, but the gamemode ends up being A/D CP only with "woops forgot the intel" and "woops forgot to stand on the point, good defense instantly ruined" all too often.

If we're wanting to do a creative gamemode, try TC. There have been, what? TWO custom TC maps, ever? I'm sure that for example combining it with KOTH (one CP per round until the final round) or CTF (like Meridian) or even PLR (like Ramparts).

I don't think the Valve gamemodes make for less diverse maps. Instead, I think they make certain they're always playable to a certain degree but people around here are creative enough to find great twists to them that make it interesting for people who think the modes grew stale.
 

YM

LVL100 YM
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Dec 5, 2007
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If we're wanting to do a creative gamemode, try TC. There have been, what? TWO custom TC maps, ever? I'm sure that for example combining it with KOTH (one CP per round until the final round) or CTF (like Meridian) or even PLR (like Ramparts).

I want you to try a tc map on your own.

No seriously i do.


:facepalm:

Its the hardest mode ever to map for.
 

jpr

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Feb 1, 2009
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There's a reason why Valve chose the gamemodes that exist at the moment, and didn't go back to TFC's A/D CTF. To be fair, the contest entries have been brilliant, but the gamemode ends up being A/D CP only with "woops forgot the intel" and "woops forgot to stand on the point, good defense instantly ruined" all too often.
Well yes, but I was talking about new gamemodes in genereal. A/D is "New" but it's really an old gamemode that valve made a better version of
 

Tinker

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Oct 30, 2008
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I want you to try a tc map on your own.

No seriously i do.


:facepalm:

Its the hardest mode ever to map for.

Fair enough, I don't have enough experience with Hammer to know that. Scrap that, then.

Jonah said:
Well yes, but I was talking about new gamemodes in genereal. A/D is "New" but it's really an old gamemode that valve made a better version of

Yeah, but what do you suggest then? Every successful new gamemode has been a slight twist on an older one, usually with very similar mechanics (Meridian, Steel). I think it's better to have people invent those particular twists themselves instead of forcing these "new gamemodes" on them.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
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There's a reason why Valve chose the gamemodes that exist at the moment, and didn't go back to TFC's A/D CTF.

I have a hard time when anyone says you should/shouldn't do something because Valve did or didn't so something. I see it basically as a pointless argument, there is absolutely no reason people shouldn't try things if Valve hasn't done them.

If we're talking underused game modes, I would suggest something like cp_steel. I think it's one of the most undervalued cp maps out there, and I haven't played it in forever because I can't find a decent server that runs it. I personally just find it a very refreshing take on A/D cp maps in general with a lot of potential.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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The game mode changes valve made (no flags for dustbowl, payload instead of VIP) were to make things better/easier for the masses and those who don't play with teamwork. This doesn't mean the old ideas are any less valid or are less fun. They just require different play.

(wait, why is this discussion going on here? <.<)
 

Tinker

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Oct 30, 2008
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Because we were talking about having custom game modes as a contest.

I didn't say you shouldn't do anything Valve didn't do, by the way. That'd be silly.
 
Nov 14, 2009
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Can the next contest be a 5-CP one? I have always loved that game mode, and it is usually pretty easy to balance :p

Another idea would be to not have this be a contest per-se but a huge community TC map. It would be an enormous map (16?25?) with each person making a section of it. I duno, just an idea I thought of...
 

Nutomic

L11: Posh Member
Feb 7, 2009
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As far as i know, the game mode of the next contest is already set, but we will only know it when it starts ;)

And believe me, 5cp isnt that easy to balance, i have already nearly 10 versions of demolition tested, and its still not finished (though it was my first really planned map).

There is already a community project like you mentioned, must be somewhere in the forum.