Welcome to Microcontest 20: Static Spawns
It's time for the final microcontest of 2021! Today's you will—
Ah, it seems there has been a mix up and it's now 2022.
Hold on, there's been another mix up and we used the season finale early.
Regardless, today is the final microcontest of season 2, so I guess we'll just have to use one of the backup microcontest ideas!
Today's Rules:
You have been provided a .vmf that contains:
Oh, and the spawns are placed back-to-back and exit away from each other:
For full Microcontest rules and submission procedure, check out the 2021 Microcontest Megathread: https://tf2maps.net/threads/the-microcontest-megathread-season-2.43572/
Today's Bonus Punch:
Have your map's gamemode and geometry be asymmetrical, despite the spawns being symmetrical.
--------------
Quick Info:
Difficulty: 3/5
Planning starts at 10:00 AM EST (15:00 UTC) on January 22nd, 2022.
Mapping begins one hour later at 11:00 AM EST (16:00 UTC)
Maps must be submitted to this thread no later than 10:00 AM EST (15:00 UTC) on January 23nd, 2022.
Testing begins one hour later at 11:00 AM EST (16:00 UTC)
Countdown to deadline here:
https://www.timeanddate.com/countdo...p0=43&msg=Microcontest+20&font=sanserif&csz=1
Important Notes:
Name your .vmf:
<gamemode>_<yourname>_mc20_a1
The Blu spawns start hidden in visgroups, so if you don't see them that's where they are!
Since every map will have the same spawn rooms, try to make the view out the spawn window unique or memorable so players can instantly tell they have moved to a different map!
You are free to decorate the outside and inside of your spawn rooms in any way you'd like, as long as the geometry on the inside of the rooms remains the same as the template. This means you can add signs, write your name, change textures, etc. but you cannot add new props with collision, add additional walls, block exits, remove the pillars, etc.
You may add additional space to the spawn(s) for the purpose of setup time/setup gates in modes that use it, but you may not add additional info_player_teamspawns.
The Speedmapper punch only counts time working on geometry. Planning, compiling, bug fixing, lighting, logic, clipping, sealing, and other things that aren't physical playable spaces do not count towards the four hours.
Good luck!
It's time for the final microcontest of 2021! Today's you will—
Ah, it seems there has been a mix up and it's now 2022.
Hold on, there's been another mix up and we used the season finale early.
Regardless, today is the final microcontest of season 2, so I guess we'll just have to use one of the backup microcontest ideas!
Today's Rules:
You have been provided a .vmf that contains:
- One (1) Red Team spawn room
- Two (2) Blu Team spawn room(s):
- One (1) rotationally symmetrical to the Red spawn
- One (1) reflectionally symmetrical to the Red spawn
Oh, and the spawns are placed back-to-back and exit away from each other:
For full Microcontest rules and submission procedure, check out the 2021 Microcontest Megathread: https://tf2maps.net/threads/the-microcontest-megathread-season-2.43572/
Today's Bonus Punch:
Have your map's gamemode and geometry be asymmetrical, despite the spawns being symmetrical.
--------------
Quick Info:
Difficulty: 3/5
Planning starts at 10:00 AM EST (15:00 UTC) on January 22nd, 2022.
Mapping begins one hour later at 11:00 AM EST (16:00 UTC)
Maps must be submitted to this thread no later than 10:00 AM EST (15:00 UTC) on January 23nd, 2022.
Testing begins one hour later at 11:00 AM EST (16:00 UTC)
Countdown to deadline here:
https://www.timeanddate.com/countdo...p0=43&msg=Microcontest+20&font=sanserif&csz=1
--------------
Important Notes:
Name your .vmf:
<gamemode>_<yourname>_mc20_a1
The Blu spawns start hidden in visgroups, so if you don't see them that's where they are!
Since every map will have the same spawn rooms, try to make the view out the spawn window unique or memorable so players can instantly tell they have moved to a different map!
You are free to decorate the outside and inside of your spawn rooms in any way you'd like, as long as the geometry on the inside of the rooms remains the same as the template. This means you can add signs, write your name, change textures, etc. but you cannot add new props with collision, add additional walls, block exits, remove the pillars, etc.
You may add additional space to the spawn(s) for the purpose of setup time/setup gates in modes that use it, but you may not add additional info_player_teamspawns.
The Speedmapper punch only counts time working on geometry. Planning, compiling, bug fixing, lighting, logic, clipping, sealing, and other things that aren't physical playable spaces do not count towards the four hours.
Good luck!
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