View Full Version : F.A.Q.: TF2Maps.net Mapping Contest #5
DaBeatzProject
07-16-2010, 03:05 PM
TF2MAPS.NET MAPPING CONTEST #5: THE ART PASS CONTEST
FREQUENTLY ASKED QUESTIONS - ANSWERED HERE!
Make sure you have read the RULES (http://artpass.tf2maps.net/rules.html) page of the Contest site before you start!
Can I edit the props and/or brushes that were in the original valvebase map?
YES - you can. Most of them only serve a very simple layout purpose, like ladders, piled boxes, etc (Yes, you CAN replace those with stairs). Make sure though the rough layout remains the same. This means that you shouldn't be adding buildings in the gameplay area.
Is it possible to add new props, like fences, railings, barriers etc to the map?
YES - you are. But again, make sure the basic layout remains like it originaly was in the dev-textured version. It is NOT allowed if it changes or breaks the map's gameplay a lot.
Am I allowed to make more than one entry for the contest?
YES - you are. But it is recommended to focus on one very good entry than on two or more, rather lacking ones.
Was this map really made by valve?
YES it was - and it's YOUR job to do the art pass!
Where do I submit and show off my map to others, to get comments on my work?
You can create a thread in the Contest Entries (http://forums.tf2maps.net/forumdisplay.php?f=56) map section of the forum. People will there have the place to comment on your work. When you think you're done, your map must be named in this fashion: artpass_yourusername.bsp and you must have a thread in the Contest Entries (http://forums.tf2maps.net/forumdisplay.php?f=56) forum.
Can I change the theme of the map? Can I make it night-time?
YES - you are. Be original, is one of the basic ideas of this contest!
May I change the BLU spawn's layout?
YES - you can. Make it pretty, make it look good!
I think the gameplay is rather bad! I'm worried! Should I?
NO - you shouldn't! This contest is ONLY about detailing and the 'art' of mapping! The layout has been taken care of by VALVe.
What is hammer?
NO - JUST NO!
Who will be judging this contest?
A team of experts at VALVe will plow through the entries, and the winning entry of their choice will become official!
Can I use custom content, NOT made by myself?
YES - you can. But only if you have permission (this means that you have asked the author) to use it in your map. If you don't have permission to use them, you will be disqualified.
Am I allowed to use the the swamp pack and swamp expansion pack in my entry?
YES - you are! Go make your stuff swampy if you want!
Who made the base map?
DOUG WOOD - Not Corey Peters. He coordinated the contest with zpqrei, but did not make the map.
Any more questions or suggestions? Feel free to post them here or in the original Contest #5 thread or hop in the TF2Maps.net Steam Chat (steam://friends/joinchat/103582791429594873)! Moderators/Other people will happily answer them and this original post will be updated.
Who's judging the contest? I know the polypack was judged by Valve, will it be the same for this contest?
EDIT: answered my own question, sorry for posting without reading first.
l33tz0rx
07-16-2010, 03:12 PM
So, will a saw somewhere be breaking gameplay hugely or no?
Reactor
07-16-2010, 03:16 PM
I'm just curious, can we alter Valve's brushes, and add brushes of our own?
EArkham
07-16-2010, 03:20 PM
Less a question about custom content and more a suggestion. :)
Custom content is allowed, but you must have permission from the content creator, because, should you win, the files would need to be officially acquired by Valve. The original author of the content must have source files to prove that they made it. This means you need to ask the content creators, not just give credit!
Might be a good idea to have an "Artpass Custom Prop/Texture Approval" thread. Then folks who have made custom content can post publically that their props & textures are available for use in the contest. Saves folks having to PM people to get approvals, and helps even the playing field by giving everyone easy access to the same pool of custom items.
Not like people aren't going to be raiding the download section anyway. May as well make things as simple as possible.
[Edit] To follow up with a real question: are the swamp theme props approved for use in this contest?
Kep
I'm just curious, can we alter Valve's brushes, and add brushes of our own?
Pretty sure this is a "Yes". You'll need to add some brushes for certain types of detailing anyway... and if you want to widen a few walls or lower a few platforms that ought to be OK as long as it's clearly the same arrangement of rooms and buildings and corridors.
I think the problem is when you want to add a new floor or a new underground path or to change a rocket-jump-accessible balcony entrance to an impassable window, etc.
Loc_n_lol
07-16-2010, 04:44 PM
What is hammer?
NO - JUST NO!
This made me lol :P
Trotim
07-16-2010, 04:47 PM
What is ham-mer? A miserable little pile of secrets!
Micnax
07-16-2010, 04:53 PM
# May I change the BLU spawn's layout?
YES - you can. Make it pretty, make it look good!
Good lord thank god that's over
Drexer
07-16-2010, 05:00 PM
May I change the BLU spawn's layout?
YES - you can. Make it pretty, make it look good!
I'm assuming RED as well, but it might be a good idea to add it there.
I did think of something though. If someone wishes to use the swamp theme for instance, they might want to use water, as it is very complementary to the look. What are the rules regarding water? I know that for decorative purposes it should be ok, but if there is for instance a puddle capable of putting out fire, that would be considered a gameplay element, right?
Ignoring for a bit that such a puddle would probably mean a lot of displacement manipulation.
l33tz0rx
07-16-2010, 05:00 PM
Anyone here know if I can put a saw?
Loc_n_lol
07-16-2010, 05:11 PM
I suppose a moving trigger hurt (saw, train, saw on a train...) in the middle of a combat area would actually be a pretty big gameplay change... Just use an inactive saw ?
l33tz0rx
07-16-2010, 05:14 PM
I suppose a moving trigger hurt (saw, train, saw on a train...) in the middle of a combat area would actually be a pretty big gameplay change... Just use an inactive saw ?
Well, not in the middle of combat, maybe in an off-ish area. I'm thinking somewhere in one of the buildings near blu spawn, so they don't get endlessly spawncamped.
Grim Tuesday
07-16-2010, 05:16 PM
I'm assuming RED as well, but it might be a good idea to add it there.
I did think of something though. If someone wishes to use the swamp theme for instance, they might want to use water, as it is very complementary to the look. What are the rules regarding water? I know that for decorative purposes it should be ok, but if there is for instance a puddle capable of putting out fire, that would be considered a gameplay element, right?
Ignoring for a bit that such a puddle would probably mean a lot of displacement manipulation.
You can't change the Red spawn, as that changes gameflow a lot more than the blu spawn. As long as the water is not deep enough to put out fire, I think it is OK, and you can modify displacements to your hearts content, as long as the map still has the same core gameplay.
l33tz0rx
07-16-2010, 05:18 PM
You can't change the Red spawn, as that changes gameflow a lot more than the blu spawn. As long as the water is not deep enough to put out fire, I think it is OK, and you can modify displacements to your hearts content, as long as the map still has the same core gameplay.
Can I still add extra props to red spawn?
ANova
07-16-2010, 05:22 PM
Beatz Whats Hammer?
Drexer
07-16-2010, 05:41 PM
You can't change the Red spawn, as that changes gameflow a lot more than the blu spawn. As long as the water is not deep enough to put out fire, I think it is OK, and you can modify displacements to your hearts content, as long as the map still has the same core gameplay.
When I mean change I'm talking about making it longer or wider, not changing its exits. Would it really change gameplay that much?
And this that was asked by a friend. Can he add knee high water for instance near B, even if it negates fall damage?
Knight-Errant
07-16-2010, 05:53 PM
Question: The swamp pack was made by members of tf2maps, its a bit of a gray area, since I don't know who to ask. Who do I contact on that/should I not bother with that pack?
Grim Tuesday
07-16-2010, 05:57 PM
Well, not in the middle of combat, maybe in an off-ish area. I'm thinking somewhere in one of the buildings near blu spawn, so they don't get endlessly spawncamped.
That would change gameplay. Its valve's job to worry about that, yours is to make it look pretty.
Swamp pack is legal, all the people who worked on it have agreed with its use for this contest.
A Boojum Snark
07-16-2010, 06:12 PM
Question: The swamp pack was made by members of tf2maps, its a bit of a gray area, since I don't know who to ask. Who do I contact on that/should I not bother with that pack?
A member of the pack informed me that they all had to waive their rights to the content to be part of it, so it's fair game.
The santa fox
07-16-2010, 06:16 PM
Would adding in a prop near one of the capture points that could potentially be used as cover during firefights be intrusive to the current game play of the map? Or would it fall under merely detailing the map? Sorry if i'm posting this in the wrong thread, though not sure where else to ask.
Reactor
07-16-2010, 06:19 PM
What do we do with the gigantic grey blocks? Do we just leave them?
l33tz0rx
07-16-2010, 09:26 PM
What do we do with the gigantic grey blocks? Do we just leave them?
You mean the ones near blue spawn?
Loc_n_lol
07-16-2010, 10:13 PM
Well there is one big block between blu spawn and point A that's going to be a little troublesome because it's too thin to be a building or a cliff or anything that big, really, but well, there are other workarounds that should do the trick. Then there is the massive block that covers redspawn, and points A and C. I'd say it looks like Valve probably had a pretty good idea of how they were going to detail it when they made the layout. Looks like it could have been a quarry or something else mining-related.
What's important is that what is solid remains solid, and if you don't want to kill performances, what's visblocking should also remain visblocking. A skybrush fulfills both conditions.
So far I'm still struggling to find a theme that I could master well enough, is not too common, and works well with the entirety of the layout... :/
Porkchop
07-16-2010, 10:24 PM
Would Soundscapes and things like that fall under detailing, or is this strictly cosmetic?
Knight-Errant
07-16-2010, 10:32 PM
Would Soundscapes and things like that fall under detailing, or is this strictly cosmetic?
You're building the map as if it were a final release. Soundscapes would definitely be a part of the this process.
Porkchop
07-16-2010, 10:33 PM
You're building the map as if it were a final release. Soundscapes would definitely be a part of the this process.
Alright, just checking to make sure :P
Jetamo
07-17-2010, 05:24 AM
Swamp question should be added to da FAQ.
FaTony
07-17-2010, 08:16 AM
Will winner get Golden Wrench?
l33tz0rx
07-17-2010, 08:26 AM
Will winner get Golden Wrench?
lol lol lol lol no.
stevethepocket
07-17-2010, 10:59 AM
I want to know how far we can go as far as adjusting stuff like this:
http://img51.imageshack.us/img51/9056/layoutgv.jpg
A ramp that doesn't go all the way up to the top, covered with a playerclip that does, leading to a ledge that's uneven for no apparent reason, awkwardly adjoining another one that is even. I get the feeling there was a point to this when it was detailed, but I can't for the life of me imagine what it is or how to work around it without tweaking the brushes.
Acegikmo
07-18-2010, 08:03 AM
We need clarification on the rules regarding the layout. The rules say:
The layout of the map must remain the same.
And that's it. Keeping the layout the same is extremely vague as everyone have different definitions of layout. Most questions people ask, are simply answered by "If it doesn't affect the gameplay in a significant way, it's allowed". I think this is the problem, because it doesn't answer the question.
For example:
Q: Am I allowed to add cover?
A: If it doesn't affect the gameplay in a significant way, it's allowed
Now the reason this doesn't answer the question is because everyone interprets "affect the gameplay" diffently, and "significant" doesn't have the same magnitude for everyone. How big can the cover be? Can I place it so that the pathing will be slightly altered?
The questions are endless really, and none are properly answered.
Am I allowed to extend a part of a building so that it sticks out a bit into a gameplay area?
Am I allowed to change a stairway to a ramp?
Am I allowed to move a doorway 32 units to the side?
Am I allowed to change the orientation of this entrance/exit?
Am I allowed to remove the heightened area inside the B building?
Am I allowed to reshape the geometry that control point C is on?
Am I allowed to move this pickup to the other side of the room?
But I guess the answer is the same for all of the above.
How far is enough to affect the gameplay? Will a change that is large enough to allow a player to hide behind something be too large? After a change it's harder for red soldiers to rocketjump, is that too much of a gameplay change?
You might say that it's about taking risks or playing it safe, but interpreting rules correctly isn't the point of this contest. Since this contest will be judged by TF2 maps admins is hosted by TF2maps, it would be really helpful if the admins could point at some concrete examples and say "This is allowed, this is not allowed". I highly recommend adding screenshot series with different magnitudes of the same alteration, which tell you where it goes too far and why.
We really need clear rules for this contest, especially since this is supported by Valve. If someone is unable to detail the map to the extent that they would like simply because they thought the rules were restricting them, it's really bad. Especially if someone who altered the map to a larger degree wins. People are going to be really pissed off if this happens, and it's the admins' job to make sure it doesn't. Let people know when they have gone too far. Right now members are doing it, according to their interpretations of the rules.
Tyker
07-18-2010, 08:08 AM
For example:
http://dl.dropbox.com/u/2347130/artpass_aly/devshots/bluewaypoint_02.png
I think this removes an entire forward base for an engineer. First, he could set up in the corner with a teleporter and a sentry and be safe. With that change, any demo can shoot through the window and be sure to hit something.
Another is this:
http://uppix.net/3/d/7/84bc0e56e525e1712fe97601a3ebd.jpg
This alters the entire sightline and gameplay. Is that too far, or still in bounds?
I picked both those screenshots just because I had them open, I am not accusing any mapper of anything. Both explanations are only MY opinion.
What I would like to know is: Who will judge what is right and wrong? Because it has to be 1 person and 1 judgement on anything. Can't have 3 admins saying different things about the same problem.
grazr
07-18-2010, 08:31 AM
It's so troublesome because each concept needs to be taken on a case be case basis, because there are just too many variables to specify what results would be acceptable in general.
There is no general.
Moving a door at one location by 32 HU will have more or less of an impact than moving a door elsewhere by 32 HU.
I don't think it's bad to improve the map though, there are some nasty sightlines there.
A Boojum Snark
07-18-2010, 08:53 AM
Since this contest will be judged by TF2 maps admins
The winner, decided by the TF2 team at Valve
:facepalm:
Acegikmo
07-18-2010, 09:14 AM
:facepalm:
That wasn't the point of the post and my statements still stand. Could you try and take this seriously?
Flame
07-18-2010, 09:24 AM
Here's my look at it from the outside.
Theres gonna be like 10 maps that are obviously better than all the rest, than probably of those 10, 5 of them will be even better than the lower five, and itll come down to maybe 2 or 3 obvious clear-cut winners.
I dont think valve's gonna disqualify you for slightly editing the width and height of some walls doorways and platforms.
I would not remove anything. Don't delete any brushes since that just sounds like a terrible idea from someone who isn't even doing the contest. Luckily zpq had a very strict ruleset...not
I'm fairly certain at the end of the contest, the winner will have moved some doors, or extended some brushes and you'll all be like WTF RULES SAID WE COULDNT and throw a massive hissy fit like a bunch of you do at the end of contests as is...
dont delete shit, and dont let heyo win
love flame.
A Boojum Snark
07-18-2010, 09:41 AM
That wasn't the point of the post and my statements still stand. Could you try and take this seriously?
My point was that we're not sure where these rules come from, or if the TF2M people can actually answer these questions rather than having to forward them to Valve (which would take time, valve time). So who one thinks is judging and making the rules matters there.
However, I am aware it wasn't the point, but there isn't a lot I (or anyone) can say on the subject that hasn't already been said. Sure, we all agree that more explanation of what is altered would be good to have. What's there to discuss?
Tyker
07-18-2010, 10:08 AM
What there is to discuss? For one thing: Who will take charge? Wouldn't want this to end up like the ctf contest.
For example, who will take charge? Valve can't, for obvious reasons, but who then? zpq seems like an obvious choice to me, but someone needs to make sure that there is a line that cannot be crossed.
Leminnes
07-18-2010, 10:13 AM
I agree with Ace's point. There's a vague line that I'm, personally, unsure where it is and when I will cross it. The admins have done their best to describe this line, but it's really not gotten any less blurry. We really need some better explanation then what we have right now. It's probably too much to ask, but it would be nice if someone from Valve could come here and answer some questions. If they're judging it, they probably have the best grasp on what they expect. At the same time, Valve is probably expecting the TF2M Admins to run this without their help.
EArkham
07-18-2010, 10:21 AM
Hrm, I posted this in Ravidge's map thread, but I should have posted it here. Sorry, bit pompous to quote myself, but:
You place a single crate or barrel somewhere, you've changed the gameplay by adding a sentry spot, a spy/pyro ambush spot, or a way for a scout to jump a little higher. You add a doorway frame and you've changed how far a sniper has to move to shoot out of it and still have cover. You add a cave roof and you've changed how far a soldier can rocket jump. Lower a displacement slightly to match a texture and now people take fall damage landing on it from the ledge above.
Hell, just a texture or lighting change makes a huge difference in what classes or teams can hide where.
You can NOT add art to a map without changing the gameplay.
I think this is very important to remember. You can't shy away from gameplay changes; even apparently minor props can have a significant unintended change. Don't worry about it. Detail away, remove the extreme stuff later.
Kep
VelvetFistIronGlove
07-18-2010, 10:41 AM
Just for the sake of clarification: Since my username is long (artpass_velvetfistironglove is too long for a map name, causes cubemaps and things to fail), I trust it is acceptable to abbreviate to artpass_velvetfist?
Mick-a-nator
07-18-2010, 12:13 PM
It is evident that the map has been, or at least started to be, detailed. After the contest, do we get to see what was already done?
midget31394
07-18-2010, 12:51 PM
Just for you guys (also beatz, link this in the OP?)
http://forums.tf2maps.net/showpost.php?p=180168&postcount=194
RaVaGe
07-18-2010, 04:43 PM
Hrm, I posted this in RaVaGe's map thread, but I should have posted it here. Sorry, bit pompous to quote myself, but:
I think this is very important to remember. You can't shy away from gameplay changes; even apparently minor props can have a significant unintended change. Don't worry about it. Detail away, remove the extreme stuff later.
Kep
:P
I trust it is acceptable to abbreviate to artpass_velvetfist?
If it isn't acceptable, someone needs to be beaten with a mackerel.
I think the main point was to get people to (A) make it clear in the name who did it and (B) prevent multiple contestants from picking the same name.
grazr
07-18-2010, 05:29 PM
What there is to discuss? For one thing: Who will take charge? Wouldn't want this to end up like the ctf contest.
For example, who will take charge? Valve can't, for obvious reasons, but who then? zpq seems like an obvious choice to me, but someone needs to make sure that there is a line that cannot be crossed.
Well DrP has been in constant contact with Corey about the finer details of this contest, especially the rules regarding site staff. But it would be unfair for Valve/Corey to have to look at a whole bunch of images and decide case by case; which is the only realistic way of looking at specific modifications.
Nine and ZPQ are DrP's henchman right now and will be the only ones for the duration of the contest. So pick any of those 3 and assume they have this thing by the reigns.
It seems the only clear reply to our questions is "don't go adding or removing doors, additional routes or moving entire existing pathways". Moving stuff like doors or windows is OK but should probably be considered carefully before executed and only done as a resort.
StarvinCannibal
07-19-2010, 05:53 AM
Do I name the map with my original Steam username? Or my username on here?
Do I name the map with my original Steam username? Or my username on here?
In my not-administrator opinion, if you upload it to tf2maps, use your tf2maps username so everyone understands who-did-what. If you just work entirely on your own then it doesn't really matter.
I suspect the naming isn't a super-serious-uberrequirement, it's just to keep people from polluting the "namespace" of TF2 with abandoned/losing projects that take up names and to help organize things for judges etc.
Draco18s
07-26-2010, 01:52 PM
So poking around I bumped into Boojum Snark's Ultimate Mapping Resource Pack (http://forums.tf2maps.net/showthread.php?t=4674) and would like to know if the models and textures that are a part of it would be valid for this contest.
grazr
07-26-2010, 02:07 PM
Nothing in those packs are "custom". They are all stock content. So yes.
shatty
07-26-2010, 03:00 PM
If things are available to download in the models and textures forum, do we still have to ask permission? Or can we just assume since that they are available for download that permission is already granted?
Grim Tuesday
07-26-2010, 04:37 PM
You must ask for permission unless it is/has been explicitly stated by the content creator(s).
... Except for the Swamp Pack ;)
Draco18s
07-26-2010, 05:29 PM
Nothing in those packs are "custom". They are all stock content. So yes.
It was unclear looking it over. It did a lot of things and I wasn't sure if there was custom content or just content re-arrangement.
Thanks.
Grim Tuesday
07-26-2010, 05:50 PM
... Except for the Swamp Pack ;)
Swamp pack people gave their permission, didnt they. Either that, or it was implicit with making the pack.
Whatever, its legal.
grazr
07-26-2010, 09:27 PM
http://img.photobucket.com/albums/v213/grazr/rarr.jpg
Someone please tell me removing this ledge is acceptable. It's driving me nuts now i'm in the optimisation phase for area 1.
It's a fairly decent defencable position for the "main" route, but removing it makes optimising the area so much easier.
Leminnes
07-26-2010, 09:30 PM
I'd say no, grazr. It's a bit too important, I'd think, in terms of gameplay.
fubarFX
07-26-2010, 10:00 PM
if you want to remove the ledge, I would at least enlarge the doorway beneath it to compensate the chokepoint created
grazr
07-26-2010, 10:15 PM
Well as you can see i'll incorporate a window there so there is still an upper and lower exit. My concern is that the lack of high ground over the main route will significantly impact on the gameplay in the area. Especially for defence. It'll change the focus from the main route to the houses.
Whether this is bad or good i can't say, it probably doesn't affect balance as it becomes easier for RED to defend the house in question, but harder to defend the main route.
But at the end of the day it does change gameplay, i just really wish the corner wasn't so badly designed from a performance perspective, becuse it's causing a lot of detail to be rendered when it can be easily avoided.
I've done this
http://dl.dropbox.com/u/2347130/artpass_aly/devshots/tallbuilding.png
grazr
07-27-2010, 03:13 AM
Actually, adding an extended ledge was my fall back plan, but i'd rather have had it at either extremes.
I'll figure something out in the meantime.
StarvinCannibal
07-27-2010, 03:37 PM
If I was going to use someone elses custom content, I know I need to ask the person. But, when when I post my map, do I post a download link to their custom content, just give credit or somehow incorporate their content files into my map file?
J4CK8
07-27-2010, 03:46 PM
If I was going to use someone elses custom content, I know I need to ask the person. But, when when I post my map, do I post a download link to their custom content, just give credit or somehow incorporate their content files into my map file?
Do what they ask is probably best. If all they want is credit in the thread, then just do that, if they would like a download link in the thread, do that.
And use PackBSP (http://developer.valvesoftware.com/wiki/Packbsp) or PakRat (http://developer.valvesoftware.com/wiki/Pakrat) to add the custom content to your map.
If I was going to use someone elses custom content, I know I need to ask the person. But, when when I post my map, do I post a download link to their custom content, just give credit or somehow incorporate their content files into my map file?
If your map is chosen as the winner, you will need to provide the source files for materials in question. Therefore you will need the permission of the artist and that person will also have to fork over the source files. Make sure they've got the source materials.
StarvinCannibal
07-28-2010, 03:54 AM
If your map is chosen as the winner, you will need to provide the source files for materials in question. Therefore you will need the permission of the artist and that person will also have to fork over the source files. Make sure they've got the source materials.
Okay, this is a newbie mapper question, I guess. :blushing:
But... I've never made or used custom content in a map. How would I go about obtaining their source files, then if my map wins; sending the source files to Valve?
Also how do I make their content available for use in Source SDK? Or would that be the same as getting the source files?
Loc_n_lol
07-28-2010, 07:44 AM
How would I go about obtaining their source files
You ask them politely ? :O
And if they don't want, then don't use it.
Draco18s
07-28-2010, 08:02 AM
(Man, that Thanks button is right where I go for quoting...)
If your map is chosen as the winner, you will need to provide the source files for materials in question.
I might have a slight issue there. I've got a texture I created that I no longer have the original input file to, all I have (after an OS reinstall) is the VTF I had to re-extract out of the map I was working on (which I did backup).
I don't think it'll be a problem, but I'm not sure.
Swordz
07-29-2010, 03:03 PM
What should we do when we finish the map? Post the .bsp or just a bunch of screenshots?
Draco18s
08-08-2010, 11:00 PM
So it's come up:
The Swamp Theme is not currently part of the TF2 client, but the install exe only adds the texutres/models if you've installed and run the SDK. The models aren't compiled into the BSPs for the official Swamp Theme maps, so how do the clients get the models and textures?
If the Swamp Pack is considered "official material" for the contest, does this mean that my submission should not include those models and textures in the BSP when I do upload it?
Or....?
grazr
08-09-2010, 01:37 AM
You only need to include models that are used in your map. You can pack them into your bsp using pakrat, which means no additional files are required to be downloaded into the model/materials directory's etc.
If you don't use them, don't include them.
If you do, pakrat them.
The swamp theme is not an official pack for this contest, it is just a pack made by this community that is free game for this contest.
edit:
What should we do when we finish the map? Post the .bsp or just a bunch of screenshots?
An upoad thread will be made closer to the deadline. Paste a link to your maps upload url (tf2maps or dropbox) there when the time comes.
Usually we don't allow screen shots so that players are not tempted to judge the maps by the limited screen shots provided with the bsp, so that people actually play the map and get the full experience (soundscapes etc).
using pakrat
<swoops in like a ninja>
PackBsp! (http://technofovea.com/blog/projects/packbsp)
<triggers a smoke-bomb and escapes>
(Obviously it's a very good idea to thoroughly test that everything packed correctly, regardless of the tools used.)
Draco18s
08-09-2010, 07:54 AM
Ok, just wanted to check.
Edit:
Oh, any idea why the Swamp Map Theme Pack Maps don't have the models compiled into the BSPs?
Because they come with the swamp pack and it's assumed if you're looking at them you have it installed?
Draco18s
08-09-2010, 08:27 AM
Because yes: if I'm installing the swamp pack to map I want the maps.
And not because: if I run a server I want the maps.
(Hint: people who run servers like maps. The fact that the swamp maps don't have their models compiled in is why none of the swamp maps are ever played on any server anywhere.)
A Boojum Snark
08-09-2010, 09:18 AM
Umm... the maps from the swamp pack do have the content embedded...
http://dl.dropbox.com/u/98931/pics/swampmaps.png
It would be nonsense to not do so.
Draco18s
08-09-2010, 09:46 AM
Umm... the maps from the swamp pack do have the content embedded...
http://dl.dropbox.com/u/98931/pics/swampmaps.png
It would be nonsense to not do so.
Friend of mine installed one on his server last night and was unable to view any of the swamp props or textures. I didn't join him at the time, but when he was running my artpass map I wasn't seeing any of them either even though I have them installed on my client.
Grim Tuesday
08-09-2010, 04:34 PM
But you didnt pakrat/packbsp them into the map. Any respectable mapper will do that with all of their custom props/textures into the map so anyone can run it.
If you see them even if the Swamp pack is installed, it is likely YOU did something wrong. Did you compile with the props visgroup off?
AFAIK: Nobody but map-authors should ever download the swamp pack.
It isn't a "shared library" that end-users need, it's simply a resource for mappers to pull from.
BlueWave 319
08-11-2010, 02:51 AM
Can I use props and textures from other valve games?
DaBeatzProject
08-11-2010, 02:57 AM
It is allowed, but you better don't do it. Try to stick with the tf2 theme and feeling.
Zeewier
08-11-2010, 03:39 AM
Can I use props and textures from other valve games?
It is allowed, but you better don't do it. Try to stick with the tf2 theme and feeling.
Well, you can only use the hl2 props and textures that you can find in the tf2 sdk by default. Other valve games like Ep2, L4D and Portal are not allowed.
But since Valve will judge the maps based on TF2 style, you shouldn't them.
Valve only rarely uses HL2 textures. And the reused models are all reskinned.
A lot of TF2 textures are remakes of HL2 textures, so you can either find the texture you found in HL2 in TF2 style or you could ask a texture maker to turn it into TF2 style.
re1wind
08-19-2010, 10:49 AM
Is it possible to get a heatmap of artpass_valvebase? Does one even exist?
I ask because ,while i can judge the amount of detail an area needs, and despite the sometimes hefty changes being made, a heatmap would be a good reference to further optimize detail density.
Mr. Happy
09-18-2010, 06:41 AM
As the amount of custom content in my and others maps grows I'm starting to get worried about uploading everything. With the source files my package will be huge, as will other peoples, and the tf2maps upload is slow (at least for me). The contest closes at the second mark, what if our stuff is still uploading? I'm sure most people will try and submit a day or two earlier but still.
zpqrei
09-18-2010, 07:39 AM
ONE WEEK LEFT IN THE MISSION
ONE WEEK LEFT IN THE MISSION
Please let me have caps
A Boojum Snark
09-18-2010, 08:37 AM
Yes, now where is the submission thread/procedure, you slacker.
Draco18s
09-18-2010, 10:12 AM
As the amount of custom content in my and others maps grows I'm starting to get worried about uploading everything. With the source files my package will be huge, as will other peoples, and the tf2maps upload is slow (at least for me). The contest closes at the second mark, what if our stuff is still uploading? I'm sure most people will try and submit a day or two earlier but still.
I don't think you need to include the raw source files to all your assets, you will just need to be able to supply them.
Unless I'm wrong about that.
fubarFX
09-18-2010, 10:47 AM
where is the upload page anyway?
we're on the last week of the contest folks
grazr
09-18-2010, 12:47 PM
As Booj kindly pointed out It's not up yet.
Everyone throw stones through ZPQ's house windows until he does.
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