Contest idea thread!

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puxorb

L69: Emoticon
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Dec 15, 2013
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Oh I guess I worded that poorly. I meant that there are 2 things that we could do:

1: that we re-detail a map in halloween assets, and
2: that we make a small detail map (like the mini detailing contest) in a halloween style.

I think the second one would probably be a better idea since multiple people might all choose the same map to detail.
 
Apr 14, 2013
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Ok, I get you Frozen, but I didn't know harvest was originally made halloween themed, I thought it was farmland and when a halloween update came Valve made it halloween.
@Puxorb I actually prefer the 1st idea, because that way maps will be playable, which is IMO better. Maybe the contest rules should include something like "you can't take a map that's being re-themed by someone else", and then you will have to post your map selection in the contest thread.
There are plenty of official maps, and most of them are good. Besides, in the last contest (1oth contest stage 2) there where only 7 maps, made by 6 people. There are more arena maps than that!
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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There are plenty of official maps, and most of them are good. Besides, in the last contest (1oth contest stage 2) there where only 7 maps, made by 6 people. There are more arena maps than that!
The main issue on that is that people want to detail a map that they know works well gameplay wise. You dont want to detail a bad map as then it never gets played.

If the results of phase1 were known at the beginning of phase2 im sure more maps would have been detailed. But thats talking after the contest. Im sure that the next contest in the same way with such gap will go alot better.

And even with redetailing a map, if its a valve map i actualy would call it a little bit of a waste (as then valve maps get even more attention, which they dont need compared to custom maps). There are many custom maps which to me actualy deserve more attention. And if the mapper is willing to submit their map for such contest then that actualy could be far more interesting to promote those maps.
 

Vel0city

func_fish
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Dec 6, 2014
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New idea: have a contest with only one rule: only lighting you can have is from a light_environment :)
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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I dont think it would deliver good maps. maps with many large outdoor areas already provide issues by being too minisentry friendly. And the indoor parts are often good to break up some sections. It at most could work for a detail contest.

But i still like the idea of a 'just lighting' contest. It shows a specific skill, and maybe we could even go further:
For that i have an idea that could be supporting: A fullbright detailing contest. Just show off your quality brushwork and detailing. No light allowed - in fact, you at most could enforce a night setting using some of the props for night maps (which are simply dark). Light props in this case can only be used as placeholders for lights.
The winning map (or a randomly picked one) then could be used for the lighting contest. This at least would allow normal light entities to be used. And if its good brushwork it could still give quite some good lighting options. The only exception to entities is that you are allowed to move lights.
1: that we re-detail a map in halloween assets, and
A bit late since i commented on this thread already after this post... but:
Redetail a map that originaly was just halloween also is an option :p Skullcove for example is such map that originaly was only in halloween theme.

Its basicly just a theme conversion contest. And it can work in both ways.
 
Nov 2, 2010
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How about a competition where people have to make maps with moving control points? Like, points on trains and stuff. Might be interesting.

Traaainnssss.
 

Vel0city

func_fish
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Dec 6, 2014
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I dont think it would deliver good maps. maps with many large outdoor areas already provide issues by being too minisentry friendly. And the indoor parts are often good to break up some sections. It at most could work for a detail contest.

But i still like the idea of a 'just lighting' contest. It shows a specific skill, and maybe we could even go further:
For that i have an idea that could be supporting: A fullbright detailing contest. Just show off your quality brushwork and detailing. No light allowed - in fact, you at most could enforce a night setting using some of the props for night maps (which are simply dark). Light props in this case can only be used as placeholders for lights.
The winning map (or a randomly picked one) then could be used for the lighting contest. This at least would allow normal light entities to be used. And if its good brushwork it could still give quite some good lighting options. The only exception to entities is that you are allowed to move lights.

A bit late since i commented on this thread already after this post... but:
Redetail a map that originaly was just halloween also is an option :p Skullcove for example is such map that originaly was only in halloween theme.

Its basicly just a theme conversion contest. And it can work in both ways.

Not for a playable map (or maybe you can do that), just for some sort of detail contest.
 

HQDefault

...what
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Aug 6, 2014
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I'd like to see a contest where we remake a valve map from scratch and fix what's wrong with it.
Weather it be detailing, gameplay, etc.
 

BigBros

L3: Member
Aug 20, 2014
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What about a map within a specified area comp, like 4096x4096, with unlimited height. Has to be fully playable. So like KOTH, CP, Payload, MVM, etc.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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What about a map within a specified area comp, like 4096x4096, with unlimited height. Has to be fully playable. So like KOTH, CP, Payload, MVM, etc.

With that sort of size limitation every map will be arena.
 

Vel0city

func_fish
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Dec 6, 2014
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With that sort of size limitation every map will be arena.

Not necessarily. Remember that there is no height limit, so 5 CP would be possible (in theory). Balancing that however would be EXTREMELY difficult.
 

BigBros

L3: Member
Aug 20, 2014
147
31
Which would be the fun of it - also, you would get some VERY interesting map ideas from it.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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5CP with a vertical focus was the theme of my first attempt at a map. And even I wasn't crazy enough to stick within 4096. I don't recommend it.

CTF, Arena, and KOTH would be fairly easy; MVM could be epic because you're free to go full bottom-to-top without one side complaining it's not fun; SD has potential... heck, even putting a horizontal limit on Payload has produced at least one decent novelty map.
 

ghostx108

L1: Registered
Feb 4, 2015
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I have an Idea, but Idk if it was used yet.

Cuz maps like Keikoku and those greatly inspired from Valve maps are great. It would be so nice for a Resemblance Contest where people make a map greatly resembling official maps' design.
 

Vel0city

func_fish
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Dec 6, 2014
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I have an Idea, but Idk if it was used yet.

Cuz maps like Keikoku and those greatly inspired from Valve maps are great. It would be so nice for a Resemblance Contest where people make a map greatly resembling official maps' design.

Visual design? Gameplay design?

If it is for visual design that has to play good, I'd go something along the lines of Hydro (how it looks). with the gameplay being something like the Badlands or Granary style layout.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
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Why not both? I think a lot of people who attempt contests try to innovate when in reality they need to practice. You look through your WIP folder right now and I bet you'll find maps with new ideas for gamemodes that you lacked the experience to complete and maps with gimmicks that drove you off the idea completely. A contest where most of the thinking work was done for you would almost be liberating: all you need to care about is your skill within the engine.

It's super simple as well: "Make a map visually and thematically inspired by one of the following maps: pl_badwater, koth_lakeside, cp_foundry, ctf_doublecross or cp_mountainlab". Mark as normal, based on aesthetic and gameplay/adherence to the theme.