Contest idea thread!

Ravidge

Grand Vizier
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May 14, 2008
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I just think it takes a certain kind of person to attempt 5cp comp mapping. In it's current state with communities, people and support.
These people can probably for themselves decide if they want to venture into that project.
If we're talking about a normal pub-ish 5cp competition then that is fine and all good. I just don't want to be in a position where I purposefully funnel mappers to a black-hole of demoralization.

In the (a)symmetry-cp contest, the majority of entries were asym-a/d instead of 5cp, I'm not sure if that is any indication of what people are more interested in. But it certainly is a reference point where we can look and see what people picked when given the choice to do almost any kind of cp map they wanted. (I was personally expecting a lot more 5cp entries)

Nothing is off the table though, we have not decided what competition to run, or when.
 

fubarFX

The "raw" in "nodraw"
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Jun 1, 2009
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in my opinion, mapping for pub OR comp is wrong. just make a good map and it will cater to all playstyles. all you need for comp play is a map with a solid gameplay and interesting geometry. if your map is a solid comp map, it will be a solid pub map as well. I try to map for all playstyles at the same time and I have a great time doing so. I feel like testing for all playstyles just makes my maps better overall. w/e anyone says, a design flaw is a design flaw no matter the playstyle. competitive testing (being much less forgiving when it comes to making a layout work) helps getting much more solid layouts. I may be wrong but the way I see it, a good map plays well in 6s, hl or pubs. there is okay maps and then there's good maps. sadly I feel like this community is geared toward okay maps.

I'd wish to see the community step it up a little but I understand not everyone is ready to commit to that. to each his own goals
 

RaVaGe

aa
Jun 23, 2010
733
1,210
For me 5cp are only for comp or only for pub in fact, look at granary, it's just a pain in the ass to play this map in pub, chokes everywhere, and the players are just blocking them each other between their chokes.

The only thing wich can fix that is to add more paths, and it's not playable in comp because the playstyle is way more based on blocking the other team on the choke and wait ubers/huge advantage, and if you have too many paths, it's impossible to prevent the scouts to do a ninja cap or kill your med by the back, thus it's impossible to etablish a strategy, and nobody like when it's not working how it must do.

So why not try an alliance with the ETF2L to do a 5cp comp mapping contest.
 
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Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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That's the other thing. Their idea of what makes a good map is so different from casual players' idea of what makes a good map that they might as well be playing a completely different game. Produce a map that the comp people like, and it will only be comp people playing it.

Maybe the real solution is for some mod team to just produce a new game geared towards the sort of people who play TF2 6v6 24-hour Badlands, and get them to play that instead, so it won't matter to either group what the other thinks anymore.
 
Mar 23, 2010
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csf vs SD vs dynamic koth contest plzzz or something

i wont enter more than 3 entries i promise
also both pubs/comp kind of enjoy both modes i think??? what tf2 should be, back in 2007 when comp played dustbowl and there were no unlocks to ban. so many different ways to play tf2 nowadays.
 
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fubarFX

The "raw" in "nodraw"
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Jun 1, 2009
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Their idea of what makes a good map is so different from casual players' idea of what makes a good map that they might as well be playing a completely different game. Produce a map that the comp people like, and it will only be comp people playing it.

that's a load of bullshit to me. I would even argue that most of the time, it's the pub players that might as well be playing a completely different game (mariocart and minecraft maps to name a few...). and of course you don't see a single pub server playing viaduct, gravelpit or badlands, those are comp exclusive. I don't know man but I think your argument is completely invalid. good maps are good maps no matter the playstyle and I stand by that.

also @ravage granary being a launch map makes it a bad example imo. but it does play fine on a 24 man server. and you know, some comp players are sick of holding/pushing chokes, but the geometry of granary is interesting enough that it makes the chokes bearable.
 

Sergis

L666: ])oo]v[
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Jul 22, 2009
1,874
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csf vs SD vs dynamic koth contest plzzz or something

i wont enter more than 3 entries for each gametype i promise
also both pubs/comp kind of enjoy both modes i think??? what tf2 should be, back in 2007 when comp played dustbowl and there were no unlocks to ban. so many different ways to play tf2 nowadays.

fixd again
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
4,709
2,587
and of course you don't see a single pub server playing viaduct, gravelpit or badlands, those are comp exclusive.

Nope. All the casual servers I've played in love those maps. I think you're confusing "pub" with 24/7 2fort/Orange/Achievement_idle servers. Those people are playing a completely different game.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
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I wouldn't mind another CTF contest. The comp aspect was more of a killjoy than an interesting limitation like "has to have water" or something like that.

But it's just my opinion that TF2 still needs more decent CTF maps. That's always been my approach to contest possibilities. What does TF2 need.

On the other hand, the doomsday mode could do with a little TLC as well.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
3,814
Nobody knows what TF2 wants. We thought it wanted consistant applicable game mechanics, what we got were promotional unlocks and removal of any semblance of design theory. But that's a tired old rant.
 

Godling

L2: Junior Member
Oct 26, 2007
55
14
detail contest please
How about a straight up relay without the co-op part.

  • The first stage would be open to everyone and be about building a good layout to the point of needing detailing.
  • Second stage would be 'detailers' entering their name in a draw to select a random map that they then get to detail.
  • Stage three would have lighting done the same way... random draw... light map.
*Personally I think detailing and lighting should be done by 1 person only.. but it's all just ideas.
 

WastedMeerkat

L3: Member
Aug 15, 2009
144
142
How about a straight up relay without the co-op part.

  • The first stage would be open to everyone and be about building a good layout to the point of needing detailing.
  • Second stage would be 'detailers' entering their name in a draw to select a random map that they then get to detail.
  • Stage three would have lighting done the same way... random draw... light map.
*Personally I think detailing and lighting should be done by 1 person only.. but it's all just ideas.

Woah you just gave me another idea! What about having a three stage contest, but instead it'd be like this:


  • Stage One - Everyone enters rough layouts of their maps, going through basic alpha testing and iteration until the layouts are deemed acceptable by their creators. Maps should only use developer textures and the basic 2fort skybox with corresponding light_environment and env_fog_controller settings. This is to make sure that everything is as plain as possible and that there is no preexisting influence on what kind of theme the map will have. At the end of the predesignated time period, all submitted maps will be judged purely by gameplay, balance, layout, and flow. The top 2-5 entries from Stage One will advance to Stage Two. (I say 2-5, but it really depends on how many people would be interested. If we include too many maps for the next stage, it'll be tougher to judge.)
  • Stage Two - All maps that passed through Stage One will be open for detailing/artpassing by anyone. (Maybe even allow collabs?) At the end of the predesignated period, each individual map will have its artpass versions judged and ranked based on aesthetic appeal and how well it complements the layout of the map. Optimization must be taken into account, as well. The top 2-3 artpass versions of each map will then advance to Stage Three.
  • Stage Three - This is where the creams of respective crops will be separated and dissected until we know what's truly on top. All maps that passed through stages One and Two will be judged and ranked based on their overall quality. This will probably be the least time consuming stage of the contest, since it's all purely judging without any new content being created. Judging categories will include all those mentioned in the previous stages; by order of appearance: gameplay, balance, layout, flow, aesthetic, and optimization. The top 3 maps will be declared the winners, and all parties involved in the creation of each map will receive prizes of varying magnitude based on what place their map came in and how much work they contributed to the map. (Specifics can be ironed out later!)

I think this would be an awesome contest. It basically encourages everyone who's good at one certain thing to participate and take part in the creation of a map. Normally, winning a TF2Maps contest requires you to be good at a lot of things and/or have connections with content creation wizards, but this way, we can combine the skills of everyone to create something awesome. What do you guys think?
 
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Pocket

Half a Lambert is better than one.
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Nov 14, 2009
4,709
2,587
I wouldn't mind another CTF contest. The comp aspect was more of a killjoy than an interesting limitation like "has to have water" or something like that.

But it's just my opinion that TF2 still needs more decent CTF maps. That's always been my approach to contest possibilities. What does TF2 need.

A lot of those comp CTF maps made decent vanilla CTF maps as well, though, I would imagine. They did a good job of dealing with the common problem CTF maps have of being too easy to turtle and cause stalemates or at least really drawn-out periods with no capturing. The only reason nobody paid any attention to those maps after the contest was over was.........

....what was the reason, anyway?