Microcontest #21: 1024/512

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,065
Welcome to Microcontest 21: 1024/512

mc21.png


Name: 1024/512
Difficulty: 2/5
Time Limit: 24 Hours

Prompt:
Today, you must make a map with at least two objectives that are each exactly 1024hu or 512hu apart from each other.

Additionally, any further objectives past the initial two must be placed exactly 1024hu or 512hu from one of the other objectives.

hammerplusplus_2022-04-30_09-19-34.png

(This distance is 1024hu from the center of one block to the center of the other)

Attatched to this post is a .vmf containing various visgroups to help you measure distances to make sure your entry is valid, as well as some example setups for arrangements of more than two objectives. Using the template is not mandatory as long as you get the distances right, but it is there if you would like to use it. You may freely rotate, copy, and move the template pieces. The skip brushes in each visgroup are the actual measuring tools; the devtexture blocks are just there to help you visualize were the center of each measurement is.

For the purposes of this ruleset, "objectives" include a capture points, payload starting locations, payload checkpoints, flag spawn locations, flag capture zones, pd deposit zones, PASS Time goal zones, MvM bomb hatches, RD robot spawn positions, etc.

Only the ground at the center of an objective counts for measurement! For example, the triggers for two different capture points can be closer than 1024/512hu as long as the center of the capture zones are 1024/512hu apart. You can see an example of this in the "Capture Point Distance Example" in the template .vmf:

hammerplusplus_2022-04-30_09-29-20.png


An example of a possible four-objective setup is shown below, and is included in the template as a visgroup named "4-Objective Example":

hammerplusplus_2022-04-29_17-38-58.png

Bonus Stamp:
Have two of your required objectives be stacked perfectly vertically, as shown in the "1024 vertical" and "512 vertical" visgroups in the template.

Submission Procedure:
  1. Please name your map <gamemode>_<yourname>_mc21_a1
  2. Create a download for your map in the downloads section of the site
  3. Reply to this thread with a link to your map's download page
  4. Maps must be submitted to this thread no later than 10:00 AM EDT (14:00 UTC) on May 1st, 2022
  5. Testing will begin shortly after the deadline, with maps being playing in submission order
Good Luck!

Check out the 2022 Microcontest Megathread for more info: https://tf2maps.net/threads/the-microcontest-megathread-season-3.46249/
 

Attachments

  • mc21_template.vmf
    98.8 KB · Views: 167

Sarexicus

info_player_sarex
aa
Apr 18, 2017
61
66
the stanley parable 8 game

edit: now with pirates????
edit edit: play this one with alltalk on, why not

 
Last edited:

Le Codex

L3: Member
Dec 4, 2020
147
73
Done, and even with the speedmapper technically completed (started the geo at 4:15 PM, finished it at 8:10 PM). The map itself? Errh, it's small and cramped. But it's somewhat pretty at least?

Capture d’écran 2022-04-30 224325.png
 

Rhamkin

The The The
aa
Jan 6, 2020
316
132
IT HAS TO BE PLAYED WITH GRAPPLING HOOKS TO BE PLAYABLE
hope yall have fun
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
518
391
please enable random crits, remove class limits and enable alltalk thank you
based.jpg
 
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Thetriztheexistentialneko

Punk rock snep gf
aa
Jul 2, 2019
76
41

Dont play without me (if this is not allowed for contest then ignore this)

There is a chance a part of the map will not work (I finished at 4 AM so im fatigued AF)
so skip if
- The cart stops/glitches out right before b or directly on C point
- If red player getting moved to there second spawn fails
- People crash because of horrible optimization