Ever wanted to roleplay as a bureaucrat? Now's your chance! For this newest contest, you're gonna have to fill out some paperwork and crunch some numbers before you get started. We've come up with a checklist of 14 items, and we want you to make a Payload map that fulfills at least five of them. Take a look: Spoiler: Text Version ☐ PAYLOAD CROSSES HAZARD. This requires that the payload path goes over, under, or through an environmental hazard of any kind, such as a death pit, saw, train, and so on. Death pit and train finales count for this. ☐ PAYLOAD CROSSES OVER OWN PATH. This requires that the payload path crosses its own path. This may mean at different levels (path bridges over another section of track) or at the same level. For a map with multiple carts, crossing another cart’s track does not count. ☐ PAYLOAD GOES UNDERGROUND FOR 1,000 UNITS. This requires that a substantial length (1000 units minimum, 1024 recommended for your sanity) of the payload path goes underneath another playable space. For examples, look at Badwater Basin A, Upward B, and Thunder Mountain Stage 2. ☐ PAYLOAD GOES STRAIGHT FOR 1,500 UNITS. This requires that a substantial length (1500 units minimum, 1536 recommended for your sanity) of the payload path does not turn. Traveling up and down is okay, turning left or right is not. Minor shifts to the left or right are okay, but the overall deviation from the straight path must be 256 units or fewer. For examples, see Badwater Basin C or Upward B/D. ☐ PAYLOAD GOES DOWN FOR 256 UNITS. This requires that the payload has a single continuous section that travels at least 256 units vertically downwards. This may be a ramp or an elevator. This does not need to be a roll-forward zone. ☐ ROLLBACK ZONE 256 UNITS IN HEIGHT. This requires that the payload path has a single continuous section of rollback zone that travels at least 256 units vertically. This may be a ramp or an elevator. ☐ DYNAMIC PAYLOAD ELEMENT. This requires that the map has some dynamic element involving the payload. This may be a raising bridge, an elevator, a turntable, a Cactus Canyon-style train finale, an opening door, and so on. This can happen in the middle of the map or at the finale. ☐ NON-STANDARD CART. This requires that at least one cart in the map is different from the default in more than an aesthetic way. This may be a cart that is larger than normal, can kill players by plowing into them, and so on. ☐ LEDGE 256 UNITS IN HEIGHT. This requires that, anywhere in the map, there is a ledge at least 256 units tall somewhere within the playable space. Death pits and spawn rooms do not count. There may be water at the bottom. ☐ NON-DEATH PIT HAZARD. This requires that, anywhere in the map, there is an environmental hazard other than a death pit. This may be a train, a saw blade, a laser, and so on. A dynamic payload element can count for both this check and the dynamic payload element check. ☐ RESPAWN NEVER MOVES. This requires that at least one team in the map never changes respawn rooms, but instead routes open or close as the map progresses. This does not count for maps where the spawns never need to update; the map must open or close routes in reaction to an objective’s status. For examples, look at Badwater Basin or Goldrush Stage 3. ☐ MULTIPLE STAGES. This requires that the map has multiple stages. Multi-stage maps must feature a payload cart in every stage. ☐ MULTIPLE CARTS. This requires that the map has multiple carts active in a single stage. Payload Race maps automatically qualify for this. Multi-stage maps do not automatically qualify for this. ☐ NON-STANDARD MODE. This requires that at least one stage in the map is a gamemode other than standard Payload or Payload Race. This may be Tug of War, Cyclical Payload Race,A CP/PL hybrid, and so on. Further clarifications are available in this document. Rules You must make a payload map. Payload and Payload Race are the two standard modes allowed. Other modes involving payloads are also allowed - so long as your map uses the Payload HUD, it counts. Your map must fulfill at least five of the items on the provided checklist. You may fulfill more than five, but there is no bonus for doing so. Your map must have been started after the date of this post. Your map must be able to accommodate for a standard amount of players. This means a minimum of 16 spawn points per team for standard maps. Your map must be TF2 styled. (No other valve games/other games.) Maps must be uploaded to the submission thread before the soft deadline. The submission thread will open a week before the soft deadline and will close at the hard deadline. More details on deadlines below. Your map must be fully functional; meaning it includes objectives, spawn points, is fully lit and both teams can reasonably win. Everyone can enter (other than those banned from entering contests), though judges, contest organizers, and those otherwise involved directly in judging cannot win any prizes or place in the top 3. We reserve the right to disqualify any map for breaking any of these rules (with reason). Custom Content & Collaboration Rules Custom content is allowed as long as it fits one of the following criteria: It is made entirely by yourselves, or available for public download prior to our custom content deadline (16th November 11:59 PM GMT+1). Collaborations are allowed as long as your team (including yourself) does not exceed 4 people (only one of you can receive a game from the Prize Pool but all involved would receive a Mapper's Medallion). You are restricted to being credited for 2 submissions for work in Hammer. You can make assets for more than 2 entries. Maximum of two entries per person. Deadline The contest begins as of this post. The "soft" deadline is 11:59 on 11th February 2019 GMT+1. All maps must be submitted to the contest by this date. However, maps can be updated after this point. The "hard" deadline is 11:59 on 18th February 2019 GMT+1. Maps cannot be updated after this point. If your map is broken, tough shit. Click here for a local countdown (soft deadline) Click here for a local countdown (hard deadline) Submission Format In your submission (in the submission thread, will be posted at a later date): A link to your .bsp in the naming format above. Please compress your map also. Please make sure ALL content is packed into your BSPs, but please make sure it follows the custom content rules above. Screenshot/s aren't required, but are encouraged (however if you choose to do so please format in a way that does not take up a lot of space). All submissions MUST specify which checklist items the map intends to fulfill. You may list more than the required minimum of five. Prizes First place: $50 generously donated by Grizzly Berry 1 draw (first pick) from The Prize Pool A Mapper's Medallion (should you not already have one) Second place: 1 draw (second pick) from The Prize Pool A Mapper's Medallion (should you not already have one) Third place: 1 draw (third pick) from The Prize Pool A Mapper's Medallion (should you not already have one) FAQ Can I donate to the prize stash? Of course! Please contact @phi for anything related to the prize pool. Any additional non-game prizes can/will be added to the contest prizes on top of current prizes. How will voting work? The voting system and how to vote will be further detailed at a later date. If you have any interest in judging (and do not wish to participate or wish to make your entry ineligible for prizes) please leave a small response detailing this below. Note that in years past we have often done multiple rounds of voting in order to focus just on the best maps from the contest, so it is possible not all entries will get the same amount of attention. Whether or not this happens depends on how many entries we get. How much custom content counts as a collaboration? Any custom content published on or after two weeks since the contest start (16th November 11:59PM GMT+1) counts as a collaboration. Remember you are limited to four people working on your map in total, so try to keep the same people working on as much as possible! Additional Resources Payloads can be tricky to work with, so we've collected some resources to help you get your map ready and working as fast as possible. https://tf2maps.net/threads/guide-balance-layout-and-your-a-d-map.10518/ This guide is fundamental reading for all mappers regarding attack/defend maps (CP or PL). https://tf2maps.net/downloads/ultimate-mapping-resource-pack.510/ You probably have this installed already. This giant pack of resources comes with prefabs for standard Payload and PLR modes, both single and multi-stage. https://tf2maps.net/threads/guide-payloads-logic.38026/ Guide for using the ABS Payload prefab and understanding how it works. https://tf2maps.net/threads/payload-race-single-stage-fixed-prefab.27826/ Logic for single stage PLR. https://tf2maps.net/threads/payload-elevator-logic.38085/ Logic for a payload elevator. https://tf2maps.net/downloads/tug-of-war-payload-ynders-edition.2598/ Logic for a tug-of-war payload map where teams win by pushing a neutral cart into enemy territory. 3 control points. https://gamebanana.com/prefabs/3527 Same as above, but 5 control points. https://tf2maps.net/downloads/plr-circuit-logic.7182/ Logic for a circular PLR mode where teams win by running their cart into the back of the enemy's cart. https://tf2maps.net/downloads/plr-train-finale-logic.7187/ Logic for a PLR map that ends with a train collision, like in Banana Bay. https://tf2maps.net/threads/plr-tow-hybrid-logic.38070/ Logic for a PLR map with a tug-of-war setup in the middle, like the third stage of Guava Gulf.