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

Discussion in 'Contests' started by Fr0Z3nR, Mar 2, 2014.

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  1. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    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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    Last edited: Mar 5, 2014
  2. Bakscratch

    aa Bakscratch Finisher of Maps

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    Author: Bakscratch
    cp_lasseter ( Thread )

    [​IMG]

    BSP

    VMF

    I made sure to have almost no detailing or ideas! I want to really see how much people can do and how creative you can all be :D
     
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    Last edited: Mar 4, 2014
  3. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Author: UKCS-Alias
    mvm_intercept ( Thread )

    [​IMG]

    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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    Last edited: Mar 9, 2014
  4. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Author: Aly
    cp_keikoku
    [​IMG]

    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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    Last edited: Mar 7, 2014
  5. Sergis

    aa Sergis L666: ])oo]v[

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  6. Berry

    aa Berry Sharing is caring, and I don't care

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    Author: Berry
    mvm_callous(_a3)
    [​IMG]
    (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
     
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  7. ScorpioUprising

    aa ScorpioUprising

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    Scorpio Uprising
    koth_prescott_a6
    [​IMG]
    BSP
    VMF
     
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    Last edited: Mar 8, 2014
  8. Trotim

    aa Trotim

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    Small experimental map, all I could muster before the deadline. Seemed alright in 4v4

    Author: Trotim
    ctf_hayloft_a1
    [​IMG]
    BSP
    VMF
     
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  9. Grizzly Berry

    aa Grizzly Berry

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    Grizzly Berry
    koth_grizzlyc10 (Thread)
    [​IMG]

    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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    Last edited: Mar 4, 2014
  10. Bereth

    Bereth L3: Member

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  11. TMP

    aa TMP Abuser of Site Rules

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  12. Waffe

    Waffe L4: Comfortable Member

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  13. takabuschik

    aa takabuschik

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    Author: Takabuschik
    Map: cp_bridges
    Download
    downlood the hammer .vmf file

    [​IMG]
    [​IMG]

    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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    Last edited: Mar 9, 2014
  14. Berry

    aa Berry Sharing is caring, and I don't care

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  15. Fuppinshire

    Fuppinshire L1: Registered

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    Last edited: Mar 7, 2014
  16. ScorpioUprising

    aa ScorpioUprising

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    Scorpio Uprising
    cp_innovation_a5
    [​IMG]
    BSP
    VMF
     
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  17. Sergis

    aa Sergis L666: ])oo]v[

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  18. Fantasma

    aa Fantasma

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    Last edited by a moderator: Mar 11, 2014
  19. wareya

    wareya L7: Fancy Member

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  20. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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