TF2Maps.net Major Contest #9 - Mann vs. Machine

Untouch

L4: Comfortable Member
Jan 25, 2010
187
48
I have a concept I'll post.

I'm trying to get bots to attack base_boss, I don't think it'll work though, but, an endless amount of bots spawning, medieval mode, with a time limit. The theme will obviously be medieval.
Screwing around with base_boss right now.
 

Arne

L3: Member
Nov 22, 2012
114
55
Hmm.. I got a (in my opinion) concept for a MVM map.
Also I like challenges so I'm in.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
After Sergis suggestion, I'm definetively in.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
I'm interested, but the timing on this contest is kind of crappy, you realize, since we're zooming into the holidays. While I usually end up with lots of time to twiddle my thumbs on Christmas day, the rest of the month is pretty busy. That leaves 1/2 the time for an already short contest window.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
I'm interested, but the timing on this contest is kind of crappy, you realize, since we're zooming into the holidays. While I usually end up with lots of time to twiddle my thumbs on Christmas day, the rest of the month is pretty busy. That leaves 1/2 the time for an already short contest window.

Yeah pretty much this
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
If people really can't pull this off in the allotted time, we'll most likely add an extension. Nobody's really sure on the MvM dev process anyway, we guesstimated the time needed, so nothing's permanent just yet. Keep in mind that we won't extend the contest just because two or three people didn't have enough time to finish their maps: the previous extensions were due to factors the staff couldn't control (Valve breaking something, usually) or weren't knowledgeable about (like the singlestage PL contest). Again, we'll see what happens and decide then.
 

Freyja

aa
Jul 31, 2009
3,011
5,839
MvM maps are simple and fast. yyler and I, probably the two furtherest in the contest at the moment are both just about ready to detail, and it's been what, two weeks?
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,258
I just figured that making the contest a bit more accessible wouldn't hurt. But if we decide to have "If yyler and I can do it, everyone can" mentality...idk. I myself am perfectly comfortable with the deadline. There are, however, people like EArkham for example who aren't (and who likely won't even enter the contest seeing its deadline so there wont even be a reason to extend it).

Oh well, I guess it isn't really a problem for me personally so idgaf anymore :D
 

tyler

aa
Sep 11, 2013
5,100
4,621
For the record I'm hella busy too. I'm not saying that means everyone should have time or be able, but it really didn't take me long to get where I am.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
There are, however, people like EArkham for example who aren't (and who likely won't even enter the contest seeing its deadline so there wont even be a reason to extend it).

I don't know where the hell this "likely won't even enter" crap is coming from, that's not what my concern was about.

With 6 players per gameday (25% of the usual scant amount of usable feedback) to balance 3-6 waves and dozens of viable MvM loadout combinations, as well as a limit of only every other gameday for each map, there's no way these maps are going to get more than light playtesting. I guess if I just say "lol, nope" to any testing, I won't have any problems with the deadline either.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
my problem with tight deadlines in general is that you don't give people time to experiment and everyone is going to stick to the things they know will work. In my opinion/experience having a tight deadline just kills innovative maps. which is a shame really because mvm is fertile ground for innovation. more time = better maps and there's no doubt about that in my mind.
oh well...
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
With 6 players per gameday (25% of the usual scant amount of usable feedback) to balance 3-6 waves and dozens of viable MvM loadout combinations, as well as a limit of only every other gameday for each map, there's no way these maps are going to get more than light playtesting. I guess if I just say "lol, nope" to any testing, I won't have any problems with the deadline either.
That's what I thought too, but really, it almost doesn't even matter what the waves are like. If they're too hard, call it a hard mode mission; if they're too easy, call it an easy one.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
You don't need to test your maps in gameday, really. Just hop into chat, ask if anyone wants to MvM, and since you need less people for it you're more likely to get a test in.