TF2Maps.net Major Mapping Contest #10: A Tale of Two Skillsets - UPLOAD Thread

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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
TF2MContest10.png

A Tale of Two Skill Sets UPLOAD Thread
Rules and Regulations | Upload Thread​

The first stage is comin' to a close now! You have 1 week (from time of this post) to upload your layout for A tale of Two Skill Set Contest! To be officially entered, you must post in this thread, using the format below the rules.

Before submitting, please check to make sure you follow all the rules from the first stage of the contest!

  • Must follow the game mechanics/scoring system as set by official game modes
  • Use the standard premise that Blue are attackers, Red are defenders when applicable.
  • MvM is allowed.
  • Mann vs Machine maps must have a unique popfile. You can use online popfile builders to create this though.
    Other “custom” gamemodes like Defusal, CSF, RCTF, PL-tug-of-war and 2cp koth are allowed.​
    Medieval Mode, Surf, Trade, VSH, Prop Hunt, Etc. Maps are not allowed. If you are not sure please contact myself or LeSwordfish and we’ll clarify for you.​
  • No collaborations. Custom assets may be used and requested, but must be made public when you release your map.
  • Must be able to spawn 32 players (16 per team).
  • You are allowed a maximum of 2 entries per author.
  • However, one author cannot win twice in the same stage.
  • You are not allowed to steal any part of any other map. Doing so will result in disqualification of your map.
  • Your map must have minimal to no detailing. That is, no theming details, few props, no fancy/detailed brushwork. You can design your map around a specific major prop, or a specific piece of detail architecture, but you want people to detail your map, right? Give them some options!
  • For the first stage, you will need to submit a .bsp file, a screenshot of your map (without HUD or character models), and a .vmf for people to detail. This .vmf is the version others will be detailing, regardless of how much you change the layout after submission. (Remember that dropbox breaks vmfs, so putting it in a .zip is best.) If you have any custom content, you should also include it, or a link to where it can be downloaded.
  • Your map development thread for your layout should be submitted into the contest entries subform.


You will use the following format for submission:
Author:
Name of Map
Screenshot(s) of map. (At least 1 need, more allowed)
Link to BSP file
Link to .vmf file


By entering the first stage, you are giving anyone permission to detail your map for the second stage. It’s important that you understand this. That is, you are allowing your map to be edited by anyone in the second stage of the contest. Remember though that by submitting, you create a permanent recorded timestamp and connection to you, the author, in the case of disputes over credit. Proper credit will be given to all entries, as per the rules of the contest.

Upload closes at 4PM EST on Sunday, March 9th
 
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UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Author: UKCS-Alias
mvm_intercept ( Thread )

mvm_intercept_a11.jpg


BSP
To note, i did put the popfiles as reference in them to make the loading of them easier. There are cases where popfiles inside the vmf arent loaded properly to make voting for them work. The tf_mvm_popfile command however would still work in that case.

VMF
Extra Files (textures and popfiles)

Existing missions:
Normal (mvm_intercept_a11) - this is intermediate difficulty and loaded by default
Advanced (mvm_intercept_a11_advanced1) - advanced at a difficulty equal or harder than mannhattan
Expert (mvm_intercept_a11_expert1) - note, this is far harder than valve expert and can be a real pain to play
 
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Freyja

aa
Jul 31, 2009
3,011
5,839
Author: Aly
cp_keikoku
2014-03-03_00001.jpg


BSP
VMF

There is basic optimisation in place, but any detailers will likely need to tweak that. It was made with upward theme in mind, but I would love to see what other themes can be put onto it. Good luck to any who choose to detail it.
 
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Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Author: Berry
mvm_callous(_a3)
WTfDxFq.jpg

(ignore lack of cubemaps in the image, I was too lazy to let it refresh after building them)
BSP
POP
VMF
Thread

Shame this never got worked on much, but I'm gonna submit it now and forget about it to work on finishing Amaranth in time. :p
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Small experimental map, all I could muster before the deadline. Seemed alright in 4v4

Author: Trotim
ctf_hayloft_a1
ctf_hayloft_a1.jpg

BSP
VMF
 
Sep 19, 2010
476
500
Grizzly Berry
koth_grizzlyc10 (Thread)
contest10.jpg


BSP
VMF

Probably horrible optimization because I have zero knowledge in that area. Nonetheless, I wanted to get an entry in and this is what I had. If you decide to detail this and happen to find anything horribly wrong with my mapping technique, please let me know! :)
 
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Apr 14, 2013
662
344
Author: Takabuschik
Map: cp_bridges
Download
downlood the hammer .vmf file

2014-03-07_00009_zpscaa3f054.jpg

2014-03-07_00015_zps76a8570d.jpg


known issues: Vrad tends to "crash" (all the brush planes beome completely dark/with real funky lighting), for reasons unknown, if you leave brushwork "hovering" stairs around point B. I think it will work fine with model brushes, and maybe also with func_brushed DisableShadows entity brush (I haven't tried, I just changed it to ramps).

Good luck for everyone!

EDIT: there's something wrong with the model shadows in this current map version. It is'nt (hopefully) something serious, and nobody will notice it as for now anyways, but it might be something serious if it consists in later versions. I'll recompile it in the morning, and it might be just fine.




EDIT 2: IDK if it's too late (9.3.2013 4:15 pm est) but I updated the .vmf (had no time to compile the .bsp, but the changes are only preformance wise and a small clipping change). If it's fine (not too late), there's the download: DOWNLOAD
 
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Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
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