Contest idea thread!

Discussion in 'Contests' started by FaTony, Oct 8, 2008.

  1. Squidward... no wait

    Squidward... no wait L3: Member

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    What if there was this artpass contest, where people would 1st: submit a map they've published here to a thread but haven't worked on for awhile/ have abandoned it, and then 2nd, once those maps that people have submitted have been collected, you're given one to detail (and just detail, not change the gameplay that much)
     
  2. SnickerPuffs

    aa SnickerPuffs (*single chuckle*)

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    I like the concept, but detail-oriented contests aren't too popular afaik. Plus, if someone submits a woefully underdeveloped map, no amount of artpassing will make the map good.
     
  3. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    The problem with a contest like this is the same problem that happened with the mountainlab contest. You get a bunch of versions of the same map to test and none of them address any problems the map may have.
     
  4. C. LAMITI

    C. LAMITI L1: Registered

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    so instead of just an artpass contest, what about a multi-phased telephone-ish contest where everyone makes a base layout, then passes it on to the next mapper, who can detail AND make layout changes (within reason), and then keep it moving for an arbitrary number of rounds?

    i feel like you'd get some interesting design out of that, or comedy at least
     
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  5. Prestige

    aa Prestige

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    Secret Santa contest where you make some gameplay space of a certain size and you swap and someone else has to finish it. Not too serious and you could pick your partner cause who cares who wins rly tho

    OK basically the same as the idea above which I also support!

    https://tf2maps.net/threads/exquisite-corpse.34025/ I guess this happened and it was good, and also a microcontest happened
     
    Last edited: Nov 20, 2020
  6. Tiftid

    Tiftid L2: Junior Member

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    I don't like the idea of a telephone contest, because, suppose there are two mappers of equal skill - one gets an unworkable layout and one gets an amazing layout, meaning that one has to do much more work than the other to create a good map. To balance that you could create a system where the altered maps are judged based on the quality of what's added on, but working on a terrible layout wouldn't feel fun, especially if you wanted to make changes and your playtests all get the feedback "this isn't fun", and implementing a cohesive theme is a lot harder when the geometry doesn't add to it, meaning that even if altered maps are judged based on the addons, the overall feeling players have about the map becomes negative through no fault of the mapper's own. You could also get the inverse, where a mapper gets a layout way outside of their skill level and feels bad about any layout changes they might want to make or ideas they might want to introduce, and ends up getting rated poorly because they feel outclassed by the map they've received to work on.
    It also totally removes the part of mapping which is coming up with cool ideas and iterating on them with theme to create something really cohesive and special, instead forcing layout creators to entrust their map to someone who, no matter how many detail hints the original mapper produced, might want to do a different theme. There would also be little you could do to stop instances where a mapper just rejects all unique ideas the original map had and introduces their own ideas, "ruining" the layout in the original creator's eyes and going against the spirit of the contest.
     
  7. Tiftid

    Tiftid L2: Junior Member

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    I thought that I shouldn't just beat down other people's ideas without contributing my own, more stupid ideas, so here's:

    The 512 grid size contest.

    Rules:
    -You must create, resize, cut and vertex edit all brushes using a grid size of 512.
    -You may place and move point entities using any grid size.
    -You must make your map for a gamemode which isn't MvM and doesn't require any server modifications or plugins to be run.
    -You may not use the Transform window (Ctrl+M in default Hammer).
    -You may not copy anything from any vmf other than the contest vmf, which must be empty prior to the contest starting.
    -Concerning displacements, your paintbrushes (when painting geometry) must have a Distance which is a multiple of 256 (e.g 512, 256, 0, -256, -512) and a Radius of 1.
    -You may not use props which are obvious conversions of brushwork made using a lower grid size than 512.
    -In terms of surface area, brushwork should dominate your gameplay space. This is impossible to accurately measure and comes down to the judgement of the contest judges.
    -For the sake of your sanity, you're allowed to use ABS prefabs, but not any other prefabs.
    -Detailing using props is a waste of time since your map will not be directly judged based on its theme or the quality of its detailing, but rudimentary brushwork detailing can be useful if you feel that it helps to communicate your creativity and/or proficiency.

    Inspired by someone saying "512 grid gang" in Discord a while ago. Maybe that someone was me, I don't know.

    The contest would be a layout-only contest.

    The contest should be judged based on the creativity and proficiency of mappers - trying to get around the contest's limitations by excessively using props would be something that would reduce your final score, for instance, as it's an uncreative way to approach the contest. Creating angled geometry would (probably) be something that would increase your final score, because it can be, if used well, an excellent demonstration of creativity and proficiency which jumps out at the contest judges and playtesters.

    The contest should have a relatively short time frame, maybe 5 weeks, so that mappers are encouraged to work quickly and smartly with their restriction and creatively use all of their mapping skills to salvage TF2 gameplay out of their map, as opposed to giving in and making an overscaled mess. In order to not force contestants to realise this by themselves, the contest should provide information on basic techniques such as "You can use the clipping tool to create faces that are shorter than 512 units long and you can use vertex edit to easily edit brushes cut in this way", ideally in the form of a video tutorial.

    Admittedly, I don't like how the average contest idea removes options from mappers, and this doesn't get around that, since it removes your basic ability to make geometry, which, though it requires thinking to get around, is a tad annoying at the end of the day. Other issues include - how do you stop mappers from accidentally reducing the grid size and working on a reduced grid size out of muscle memory? Even if they realise afterwards, stop themselves and delete the brush they made, it's still annoying to have to go through that process often.

    Of course, if you think of any loopholes or basic problems that I didn't consider, be sure to leave a reply.
     
  8. C. LAMITI

    C. LAMITI L1: Registered

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    i mean, ideally a telephone contest wouldn't be super serious, or really all that focused on the end product or making an overall super-balanced map, just sort of a fun event where you don't know what you're gonna get - and if someone gets really attached to facets of a map, they can just take those bits and build a proper, focused map around them. all of the friction you described, and the creative decisions they'll force people to make, is the interesting part imo. (not rly much of a contest in the "meaningful winners and losers" sense, but that just means it's less stressful)
     
  9. SnickerPuffs

    aa SnickerPuffs (*single chuckle*)

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    "The Mapdela Effect" Detailing Contest

    Participants have to recreate an in-game map, either Valve-offical or community-made. The only stipulation is that they must do it entirely from memory, and cannot look at any reference material directly involving the map (i.e. screenshots, videos, actually playing the map).

    The judging will be based on Aesthetics, Faithfulness, and what place you think that submission should win (out of X submissions, from 1st to Xth). Due to the nature of the prompt, playability is not necessary to make a complete submission, and will not be directly judged. It will, however, be used as a tiebreaker should multiple maps in the top 3 have the same score.
     
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  10. Izotope

    aa Izotope Sourcerer

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    Sounds fun at first, but I can totally see people not sticking to the rules and "peek" at the source.
    And there's no way of knowing who peeked and to what degree.