Contest idea thread!

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,328
1,869
Alternate Reality Arena

This contest is themed after parallel universes and alternate realities. This is because the contest *itself* is in a state of flux between two different realities. Participants must choose which 'universe' to align themselves with, as the contest's objective changes depending on which 'universe' a participant is aligned with.

UNIVERSE A ~ Redesign/re-create an Arena map, as if it was designed for a gamemode other than Arena.

UNIVERSE B ~ Redesign/re-create a non-Arena map, as if it was exclusively designed for Arena.​


Restrictions

  • Due to the gamemodes being too similar, the KOTH gamemode will not be allowed for Universe A participants, and KOTH maps will not be allowed for Universe B participants.
  • Maps that have already have an official KOTH and/or Arena mode variant (Nucleus, Well, Granary, Sawmill, and Badlands) will not be allowed for any participants of either universe.
  • Mann vs. Machine maps are... not restricted for either universe. Go hog wild, guys :]


Notes for the contest runner(s)

  • The thread for the contest should open one week before the contest begins, so participants can choose which 'universe' and objective they wish to follow, and which map they wish to convert.
  • The contest runner(s) should keep a public list of the participants, and what universe/map-gamemode combination each one has chosen, so copy-maps are kept to a minimum.
  • Once the contest begins, if a participant wishes to switch between 'universes' and start from scratch, they'll be able to do so only once, with permission from the contest runner(s).
 

Uncuepa

aa
Oct 25, 2014
799
1,168
I'm sure its been suggested before but... King of the Flag

A combination of 14bit style CTF and KotH, where in capturing the point on the map weakens the enemies defences allowing for easier attack. It should make the central deathmatch of CTF matter in some way and mean once the point IS capped, turtling players are significantly weakened, disincentivizing camping the intel only.

For this gamemode type I also suggest making the intel cap seperate from the intel pick up spot, possibly even requiring you to take it to the KotH cap zone and control it to cap. I think the benefit of that gamemode vs say, attack CTF where a neutral flag spawns and both teams carry it INTO the enemy base is in that gamemode, an engi in the cap room is just as important as normal CTF.

Could be an interesting micro contest!
 
T

The Asylum

One idea I've had for a long time is a control point scramble

Imagine if you will: 8 control points, arranged around the outer areas of the map, encircling an area where the teams spawn in the middle (seperately of course). The points all have short cap times (think 2nd-last point of Granary short), and there's a 10 minute time limit. Whichever team has the most points claimed at the end (or if one team caps all 8) wins the match.

Its a very spur of the moment idea that I havent had much of any time to work on (two full time jobs will do that to ya) but in more capable hands it could be a fun time.
 

SnickerPuffs

(*single chuckle*)
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Apr 10, 2014
1,328
1,869
One idea I've had for a long time is a control point scramble

Imagine if you will: 8 control points, arranged around the outer areas of the map, encircling an area where the teams spawn in the middle (seperately of course). The points all have short cap times (think 2nd-last point of Granary short), and there's a 10 minute time limit. Whichever team has the most points claimed at the end (or if one team caps all 8) wins the match.

Its a very spur of the moment idea that I havent had much of any time to work on (two full time jobs will do that to ya) but in more capable hands it could be a fun time.

I like this idea, but it should really be an odd number of points (5 or 7) so ties can't happen.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,328
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Get to THE Point!

During the countless years you've spent on the battlefield, slaughtering innumerable foes, have you ever wondered WHY you're fighting? Not in a literal 'because-someone-hired-me' sense, and not in a psychological sense either. Historically, I mean. Ever since mankind has learned to think, we've had the concept of "I want that thing, and someone else has that thing". We're all envious, and it's in our DNA to get what we want, no matter the cost.

What isn't in our DNA, however, is money. This may come as a surprise to you, but war is expensive, and our funds are running dry. So, effective immediately, all battles will be fought over a singular control point. We *almost* have enough for one-per-team, so if you all stay on your best behavior, clip enough coupons, recycle enough aluminum cans, and sell all your less-than-vital internal organs, we can order another one.

RULES:
- Your submission must use a gamemode that uses 'points' (CP, PL, CTF, ect.), but must feature only ONE control point/capture zone, or one for each team.
---- Multi-stage maps can use one point for each round.
---- Note for PL/PLR maps: The end of track capture point counts as your single control point
---- Note for CP maps: Gamemodes are restricted to "Cloak-style" (Single neutral point, game ends on capture), Single-point A/D, or TC
---- KOTH and Arena maps are discouraged, since they already feature a single point, but they are not disallowed
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,319
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I'm gonna be real, there's a reason that KOTH and Arena are the only modes to just have one point
 

Mattie

L2: Junior Member
Jul 28, 2018
59
351
"Beyond & Before"

Idea I've been ruminating on after finishing my In & Out entry. Basically a detailing contest where mappers have to make as good-looking a scene they can, with the stipulation that it does not take place in the general time period of TF2 (maybe defining that as between 1950-1975). Otherwise there are no limitations on theme or setting - prehistoric jungle, medieval town, gilded age factory? Far future dystopia, utopia, or crumbling ruins? Maybe a long-abandoned spy base, or one that's still operational with modern technology, or one that's been converted into a museum? Lots of potential to try out new styles, put twists on familiar TF2 aesthetics, and creatively utilise existing assets (or show off your skills in creating your own)
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,328
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Less of a 'contest idea' and more of an 'intersting design experiment', but I'll share this idea anyway.

Occasionally, a mapper will take an in-game map they find fault in, break it down to simple alpha-stage-style geometry, and rework/develop it from there. I've suggested a contest of a similar goal before, but this isn't quite as simple as that.

The base idea is the same, certainly, but instead of going straight into the rebuilding, first flip the map entirely upside down, and add the logic entities to enable grappling hooks. This simple change will, pardon the pun, put a while new perspective on the "reworking a stock map" game, and would make for a rather interesting experiment, if not full-on contest.

Many maps have sprawling outdoor sections, if not set entirely outdoors themselves, so there will still be plenty of chances for mapmakers to create entirely new geometry without needing to rework/replace too much pre-existing geometry. Although, having said that, it would be wise to punch several holes in the now-ceiling to allow sunlight to trickle through.
 

Perihelion

L1: Registered
Dec 22, 2017
8
3
I had a microcontest idea that's a combination of build around the track and the multistage madness microcontest #2.

Mappers pair up and take a vmf that includes spawnrooms and a track for a single stage payload map. Then one mapper works on one half of the map (everything left of the payload track) while the other mapper works on the right side. The two mappers don't communicate with each other on what they're working on. The maps should have actual themes but don't need to be detailed, just not full of dev textures. Then the two halves of the map get joined together and played.

Also, if everyone works on the same starting vmf, there's no chance of someone getting screwed over because their partner didn't make a map.
 
Oct 6, 2008
1,969
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I want an out of this world contest :)

1. Break all the rules of TF2
2. It can't be on planet earth
3. Payload or CP stlye (or a combined CP/Payload)
4. 72 Hours

Do all that weird and funky stuff you've always dreamed about doing - don't care if it's supposed to work - JUST DO IT!!!
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,328
1,869
This theme has likely already suggested before, but what about a contest where you make a map directly inspired by the area you live in? Not a 1:1 re-creation of reality of course, but taking direct inspiration from the world around you and designing a playable (or detail) level around that.

The cities you've lived in or visited, the places you've lived and worked, the landmarks and locations you've made memories in, even just the buildings and scenery you've passed by hundreds of times without a second thought.

(I realize that most of the entries would be set in cities, as that's where most people live, but still!)
 

Custard1

Dude, where's my free time?
aa
Mar 15, 2015
89
54
This theme has likely already suggested before, but what about a contest where you make a map directly inspired by the area you live in? Not a 1:1 re-creation of reality of course, but taking direct inspiration from the world around you and designing a playable (or detail) level around that.

The cities you've lived in or visited, the places you've lived and worked, the landmarks and locations you've made memories in, even just the buildings and scenery you've passed by hundreds of times without a second thought.

(I realize that most of the entries would be set in cities, as that's where most people live, but still!)
This could be really cool, but anyone who isnt living in a 'biome' that tf2 has assets for would need to either find some on the site, or make their own. Tf2 is pretty lacking in urban assets for the most part too.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,328
1,869

KITBASH!


"Kitbashing" is a creative technique originating from scale model kit builders, where one takes parts from several pre-existing things and combines them in a new way. For a kitbashing contest, mappers would be tasked to making a new, unique map by taking sections from older maps they have made (and/or from maps provided by the contest hosts) and bashing them together. No other limitations or requirements beyond that, to allow participants full creative freedom.

Since this is an inherently odd idea, the contest would be judged more similarly to a microcontest, 72hr Jam, or April Fools contest-- barely at all. Bonus points for cleverness and creativity, though.

Consider TurbineRushFort as a baseline. If you can kitbash a map together in a more interesting way than that, you'll do well.
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
613
476

Detailing Contest: Challenge Mode​

Rules​

  • The only props in the map must be part of the 143 props in the base-game props_2fort folder, or the 86 props in the base-game props_gameplay folder
    • Use of any prop not in these folders, or custom props placed in these folders, is grounds for disqualification
    • At the end of the upload process, all maps are checked, and the creators of any maps with disallowed props will be notified and given 48 hours to remove all disallowed props from their map
    • If, at the end of this 48 hours, a map still contains disallowed props, it will be disqualified
  • Any map theme and all custom content is allowed, as long as the above rules are followed
  • Any number of people can collaborate on a map
  • Any single entrant can collaborate on any number of maps

Scoring​

Category
Beauty
Context
Innovation
Invention
Reasoning
Does the map look pretty?​
Does the map theme fit well in TF2? Would this artpass avoid hindering gameplay if on an actual map?​
Does the map use the provided props in unexpected ways? Does the map use a single prop multiple times across it in different contexts? Does the map use a large number of the provided props?​
How far-removed is the map theme from 2fort's original farm/spytech theme?
Maximum Score
20​
5​
10​
5​

Goals​

  • To foster traditional values such as world-texture artistry over model-UV artistry in custom content, and creation of a new theme using base-game assets.
  • To encourage creativity through restraint in a way which doesn't actually constrain the themes a contestant is allowed to employ.
 

RatsInYourWalls

L5: Dapper Member
Jun 20, 2020
245
115
Detailing contest idea:
  • No props are allowed to be used
  • Only materials in the materials/pattern directory can be used (excluding the ones in the workshop file)
  • Detail a 512 x 512 room (no height restrictions)
 

Plainz

L4: Comfortable Member
Apr 13, 2020
162
70
asymmetric layout with cp gametype contest.

participants must make a map with asymmetric layout that uses control points in a way that no other official ingame map does.
examples:
attack/defend map with 3 points that are always active;
attack/defend map with one point that needs to be captured more than one time(the point becomes harder to cap after every succesful capture);
attack/defend map with one primary point that wins the game and multiple side points that open and close routes, enable pickups and so on, these side capture points can be recaptured by red;
 
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asylum

L4: Comfortable Member
Mar 3, 2024
178
25
So now that Valve has essentially given away the keys to the kingdom, why not task people with coming up with their own Team Fortress concept? I'm not proposing asking people make an entire goddamn game with the SDK, but just come up with ideas for what their own version of Teams in Fortresses would look like.

Obviously, some people are more gifted artistically than others, so it shouldn't be an art contest. Just focus purely on conceptual merit. What are the themes? The game modes? Classes? Or no classes? Or teams?

And hell, who knows, maybe one of these entries could actually become its own thing sometime down the line.