Edit 3: Semi-final wording. Still need a link for the ctf_badlands wip. Edit 2: Added a subject line Edit 1: Made the suggested changed, mixed up the wording a little bit, narrowed the stuff in parens to a single option. I hope DrHaphazard doesn't mind me starting this. We've had an awsome list of changes just sitting around; http://tf2maps.net/showthread.php?t=784 I think it's time we passed this along to Valve. I'm also considering just copying the entire list of suggestions, and organizing it by type. So here's the rough draft- (stuff in parentheses means not sure) Subject: A Request From The Mappers Dear Valve (or whoever), My name is Daniel, and I am writing you on behalf of the largest custom Team Fortress 2 community; the TF2Mappers at www.tf2maps.net We have all enjoyed creating new material for this amazing game. One of our members has been hard at work for several months doing an awsome remake of ctf_badlands- (need link). We would like to ask that you consider a few updates to the editor, allowing us more freedom to create unique content. As the largest custom TF2 community, we have agreed on a few things that we would like to see, and feel would be extremely helpful to the all the mappers. The single biggest item we would like to have is the ability to use multiple gametypes in a single map. At the moment, doing so is very difficult. For example; one player can carry infinite flags, there is no way to manipulate the hud, scoring is messed up when using cp's and flags at the same time. A fix to the specific filters such as by damage type, class, and flag possession, would go a long way. There are a number of other items that we would consider invaluable tools: CTF- 1. Ability to modify the speed penalty of a flag carrier. 2. Option to set the flag return timer. Scoring- 1. Greater variety of scoring systems. For example, points earned based on the amount of time a flag/cap is owned. 2. The game_score entity appears to be broken, and is unable to alter individual scores, only that of the team. Models- 1. Scalable models. 2. The ability to directly import models to Hammer from programs like Blender, XSI, and Maya. Textures- 1. A greater variety, specifically for indoor and urban environments. Hammer Specific- 1. Fix the 'can't build default cube maps' error. 2. Ability to see smoothing groups in Hammer. Game Rules- 1. Control of max spawn time, not just minimum. At the moment, this can only be done server side. 2. Limit and/or disable classes. This is also a server side option we would like to have for Hammer. We know you guys are working very hard, and are grateful for everything you have given us. I know I speak for everyone in this community when I say we are all eagerly anticipating the new achievement packs, and Episode 3. Right now we just want a bit more flexibility when mapping for Team Fortress 2. Thank you for your time, and keep up the good work! Sincerely, Daniel JE. P.S. Does anyone at the Valve office play custom maps? What are some of your favorites?