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		<title>TF2Maps.net</title>
		<link>http://forums.tf2maps.net/</link>
		<description>Discuss the contests and its rules</description>
		<language>en</language>
		<lastBuildDate>Fri, 20 Nov 2009 23:08:17 GMT</lastBuildDate>
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			<title>TF2Maps.net</title>
			<link>http://forums.tf2maps.net/</link>
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		<item>
			<title><![CDATA[Ian Boswell's map reviews]]></title>
			<link>http://forums.tf2maps.net/showthread.php?t=10671&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 22:37:00 GMT</pubDate>
			<description>Hes a game developer, not so familiar with the source engine, thats all. Hes not the type that sits and play all the time, and thats why, these vids...</description>
			<content:encoded><![CDATA[<div>Hes a game developer, not so familiar with the source engine, thats all. Hes not the type that sits and play all the time, and thats why, these vids are very useful, so we can improve our maps so it also makes sense to this type of players.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>Fearlezz</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=10671</guid>
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		<item>
			<title>Major Contest #3 Final Voting Thread</title>
			<link>http://forums.tf2maps.net/showthread.php?t=10466&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 21:25:42 GMT</pubDate>
			<description><![CDATA[Firstly I'd like to congratulate all contestants, it has been a most enjoyable competition to witness as the maps grew from basic ideas into some...]]></description>
			<content:encoded><![CDATA[<div>Firstly I'd like to congratulate all contestants, it has been a most enjoyable competition to witness as the maps grew from basic ideas into some truly beautiful and inspired creations.<br />
<br />
There are a number of maps here which are fantastic in scope, polish, and design and a few who could eventually be picked up by Valve as community maps to make official.<br />
<br />
Well done everyone!<br />
<br />
<font size="4"><b><i>A/D CTF</i></b></font><br />
<br />
<b>Vector</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>4</td></tr><tr class="alt2"><td>Balance</td><td>3</td></tr><tr class="alt1"><td>Detailing</td><td> 5</td></tr><tr class="alt2"><td>Optimization</td><td>5</td></tr><tr class="alt1"><td>Style</td><td> 5</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 -->Vector is a beautiful map and I have no problems running it, the custom flag is amazing and works nicely, the style is great and the detailing also fantastic. The balance and gameplay are a little too heavy on chokepoints but it still a very enjoyable map.<br />
<br />
<b>Snowdrift</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>4</td></tr><tr class="alt2"><td>Balance</td><td>4</td></tr><tr class="alt1"><td>Detailing</td><td>4</td></tr><tr class="alt2"><td>Optimization</td><td>5</td></tr><tr class="alt1"><td>Style</td><td>5</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 --><br />
This is one of the maps that I have played a great deal at various stages in its development. I like the fact that it is a single stage A/D CTF map, it marks it out as different and it totally works. I do believe that the style works well and its optimised nicely. The balance and gameflow I find to be a little lopsided at times, once the first point is captured it can be a quick 2nd and 3rd capture before the defence can react, though this could be due to poor teamwork on RED's side. The map is a bit corridor orientated but it is one of my favourites of the CTF's.<br />
<br />
<b>Slate</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>3</td></tr><tr class="alt2"><td>Balance</td><td>3</td></tr><tr class="alt1"><td>Detailing</td><td>5</td></tr><tr class="alt2"><td>Optimization</td><td>4</td></tr><tr class="alt1"><td>Style</td><td>4</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 --><br />
I like the Sawmill theme, I know a lot do not, but I do. That being said I find this map to be a little unfulfilling, rounds are over fast as you intended but it means that fighting seems sporadic and quick rather than any wars of attrition where a good piece of teamwork or individual skill can break a short deadlock. Like others I also believe the map lacks vertical gameplay.<br />
<br />
<b>Panamint</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>3</td></tr><tr class="alt2"><td>Balance</td><td>4</td></tr><tr class="alt1"><td>Detailing</td><td>3</td></tr><tr class="alt2"><td>Optimization</td><td>5</td></tr><tr class="alt1"><td>Style</td><td>4</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 -->The map is incomplete and I believe some areas of the map could use further revision in terms of detailing, and gameflow. Optimisation is not a problem, though the leaning on elements from Valve maps in terms of design sees me knock a point off for style.<br />
<br />
<b>Premuda</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>4</td></tr><tr class="alt2"><td>Balance</td><td>4</td></tr><tr class="alt1"><td>Detailing</td><td>5</td></tr><tr class="alt2"><td>Optimization</td><td>4</td></tr><tr class="alt1"><td>Style</td><td>5</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 -->It didn't play as well as I thought it would but this is definitely the most beautiful entry into the contest and certainly the one with the most original style. It truly is a wonder to behold. The gameplay is good, and the balance is almost there but it made need a few revisions in the future. <br />
<br />
<b>HAARP</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>5</td></tr><tr class="alt2"><td>Balance</td><td>3</td></tr><tr class="alt1"><td>Detailing</td><td>5</td></tr><tr class="alt2"><td>Optimization</td><td>5</td></tr><tr class="alt1"><td>Style</td><td>5</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 -->I really like layout of each of the levels and the map is very much fun to play. It is also intuitive to learn where to go (except for those not following the HUD). The map has a great style, and for me, the last point is a beautiful idea brilliantly executed, the big desk and office overlooking the satellite is fantastic. My only complaint with the map is balancing, it can become a complete chokepoint at several points, but mainly if there are big teams, with smaller teams it does not. The only problem with smaller teams is that it often become a roll for Blue.<br />
<br />
<b>Bayou</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>3</td></tr><tr class="alt2"><td>Balance</td><td>3</td></tr><tr class="alt1"><td>Detailing</td><td>3</td></tr><tr class="alt2"><td>Optimization</td><td>4</td></tr><tr class="alt1"><td>Style</td><td>3</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 -->I've played this and I love some of the features but the map feels a little one-dimensional in terms of routes and I'm not a fan of Red's routes to the capture points. The use of the Swamp theme is good however and I liked the detail and style, I did find the map dark though.<br />
<br />
<br />
<font size="4"><b><i>PLR</i></b></font><br />
<br />
<b>Scoville</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>4</td></tr><tr class="alt2"><td>Balance</td><td>4</td></tr><tr class="alt1"><td>Detailing</td><td>4</td></tr><tr class="alt2"><td>Optimization</td><td>4</td></tr><tr class="alt1"><td>Style</td><td>4</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 -->I've only played it a couple of times but it was a lot of fun and it looked pretty. I like what you've done with the different stages and I love some of the features you have included in the map.<br />
<br />
<b>Solitude: Have Not Played</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>N/A</td></tr><tr class="alt2"><td>Balance</td><td>N/A</td></tr><tr class="alt1"><td>Detailing</td><td>N/A</td></tr><tr class="alt2"><td>Optimization</td><td>N/A</td></tr><tr class="alt1"><td>Style</td><td>N/A</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 --><br />
<b>Animus</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>3</td></tr><tr class="alt2"><td>Balance</td><td>3</td></tr><tr class="alt1"><td>Detailing</td><td>3</td></tr><tr class="alt2"><td>Optimization</td><td>3</td></tr><tr class="alt1"><td>Style</td><td>3</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 --><br />
This map could have been great, if the style I think you were aiming for was captured, as it stands its far too orangey brown and it doesn't feel as ghoulish or hell like as it should. The first two maps are also far too big, causing more of a fight over pushing the cart the most than actually fighting between the sides. The third stage is too small in contrast and doesn't allow for attacking the other team to prevent a victory thanks to the walls.<br />
<br />
<br />
<b>Cornfield: Have not played</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>N/A</td></tr><tr class="alt2"><td>Balance</td><td>N/A</td></tr><tr class="alt1"><td>Detailing</td><td>N/A</td></tr><tr class="alt2"><td>Optimization</td><td>N/A</td></tr><tr class="alt1"><td>Style</td><td>N/A</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 --><br />
<b>Nightfall</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>5</td></tr><tr class="alt2"><td>Balance</td><td>5</td></tr><tr class="alt1"><td>Detailing</td><td>5</td></tr><tr class="alt2"><td>Optimization</td><td>5</td></tr><tr class="alt1"><td>Style</td><td>5</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 --><br />
The best map in the competition in my opinion, this really could be made official. It is what Valve should have done with Payload Race. The stages are keenly fought without massive stalemates, there are good alternative routes, the map itself is pretty, and there are great battles going on all over the stages. The first two stages are generally the most fun I've had on TF2 in the TF2Maps.net servers. The stages are designed well, the layout is great, allowing for pushing the cart, sneaking behind enemy lines, and use of sideroutes to disrupt the enemy.<br />
<br />
Quite simply, this map is brilliant.<br />
<br />
<b>Rollout: Have not played</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>N/A</td></tr><tr class="alt2"><td>Balance</td><td>N/A</td></tr><tr class="alt1"><td>Detailing</td><td>N/A</td></tr><tr class="alt2"><td>Optimization</td><td>N/A</td></tr><tr class="alt1"><td>Style</td><td>N/A</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 --><br />
<b>Highwind</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>3</td></tr><tr class="alt2"><td>Balance</td><td>3</td></tr><tr class="alt1"><td>Detailing</td><td>4</td></tr><tr class="alt2"><td>Optimization</td><td>5</td></tr><tr class="alt1"><td>Style</td><td>3</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 --><br />
I'm not a big fan of the style, but I love how you executed it, and I like the way you designed the map. <br />
<br />
<b>Arctic</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>3</td></tr><tr class="alt2"><td>Balance</td><td>3</td></tr><tr class="alt1"><td>Detailing</td><td>3</td></tr><tr class="alt2"><td>Optimization</td><td>5</td></tr><tr class="alt1"><td>Style</td><td>3</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 --><br />
When I played this it was a steamroll for one team both times, that may have been teams, but it seemed to me to be to do with which team passed the central point first would win. The skirmishes were in the same areas and there wasn't much scope for treachery.<br />
<br />
<b>Panic</b><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Category</b></td><td><b>Rating</b></td></tr><tr class="alt1"><td>Gameflow</td><td>4</td></tr><tr class="alt2"><td>Balance</td><td>4</td></tr><tr class="alt1"><td>Detailing</td><td>4</td></tr><tr class="alt2"><td>Optimization</td><td>5</td></tr><tr class="alt1"><td>Style</td><td>4</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.95 --><br />
Another great payload race map, its an interesting design, the second (or third) stage seemed a bit long but I do like the first stage and there are several ways of getting behind enemy lines and causing havoc. Its a nicely detailed map and I like the style.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>Wegason</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=10466</guid>
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			<title>take plr_animus_a8 off the rotation</title>
			<link>http://forums.tf2maps.net/showthread.php?t=10659&amp;goto=newpost</link>
			<pubDate>Fri, 20 Nov 2009 02:01:51 GMT</pubDate>
			<description>any word on why arctic seems to frequently crash clients?</description>
			<content:encoded><![CDATA[<div>any word on why arctic seems to frequently crash clients?</div>

]]></content:encoded>
			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>MrAlBobo</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=10659</guid>
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			<title>AMC #3 Showcase</title>
			<link>http://forums.tf2maps.net/showthread.php?t=10484&amp;goto=newpost</link>
			<pubDate>Tue, 17 Nov 2009 23:31:14 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by MrAlBobo)--- 
http://forums.tf2maps.net/showpost.php?p=121574&postcount=9 
---End Quote--- 
Hmm, yes, I see...]]></description>
			<content:encoded><![CDATA[<div><div style="margin:20px; margin-top:5px; ">
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					Originally Posted by <strong>MrAlBobo</strong>
					(Post 122977)
				</div>
				<div style="font-style:italic"><a href="http://forums.tf2maps.net/showpost.php?p=121574&amp;postcount=9" target="_blank">http://forums.tf2maps.net/showpost.p...74&amp;postcount=9</a></div>
			
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</div>Hmm, yes, I see...</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>Roflman</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=10484</guid>
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			<title>Contest idea thread!</title>
			<link>http://forums.tf2maps.net/showthread.php?t=3958&amp;goto=newpost</link>
			<pubDate>Tue, 17 Nov 2009 03:58:50 GMT</pubDate>
			<description>---Quote (Originally by Mashpotatoe)--- 
Just plain old CTF map contest. 
 
 Actually do-able for people with tight schedules and it even ahs the...</description>
			<content:encoded><![CDATA[<div><div style="margin:20px; margin-top:5px; ">
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					Originally Posted by <strong>Mashpotatoe</strong>
					(Post 122778)
				</div>
				<div style="font-style:italic">Just plain old CTF map contest.<br />
<br />
 Actually do-able for people with tight schedules and it even ahs the chance to  be played by the non mappers community/ more likely to be endorsed by valave.<br />
<br />
 IMO it was a bit foolish having the A/D CTF contest, all those people put so much work into maps that most likely won't even be played again.</div>
			
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</div>I wasn't going to comment on this...but I can't resist, dismissing so many good maps at once, while endorsing standard ctf is too irritating.<br />
<br />
Guess what maps don't get played? Plain old ctf maps, doesn't that make your point about the contest...rather redundant? I honestly can't think of any plain ctf maps that are in the rotation of the 6 custom map servers I have added. Yet they all seem to have several of the contest entries running. <br />
&lt;_&lt;</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>MrAlBobo</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=3958</guid>
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			<title>TF2M Annual Major Contest # 3</title>
			<link>http://forums.tf2maps.net/showthread.php?t=7009&amp;goto=newpost</link>
			<pubDate>Mon, 16 Nov 2009 18:07:58 GMT</pubDate>
			<description>Fair enough, I guess.</description>
			<content:encoded><![CDATA[<div>Fair enough, I guess.</div>

]]></content:encoded>
			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>Tinker</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=7009</guid>
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			<title>CTF A/D playstyle demonstration video</title>
			<link>http://forums.tf2maps.net/showthread.php?t=10558&amp;goto=newpost</link>
			<pubDate>Tue, 10 Nov 2009 22:33:35 GMT</pubDate>
			<description><![CDATA[AFAIK, the only ADCTF map that *doesn't* have blocking is Snowdrift. 
 
 
---Quote (Originally by Psy)--- 
They're called CTF maps because you...]]></description>
			<content:encoded><![CDATA[<div>AFAIK, the only ADCTF map that <b>doesn't</b> have blocking is Snowdrift.<br />
<br />
<div style="margin:20px; margin-top:5px; ">
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					Originally Posted by <strong>Psy</strong>
					(Post 121542)
				</div>
				<div style="font-style:italic">They're called CTF maps because you capture the flag. It's no different then the variations of CP (A/D and 5CP).<br />
<br />
Anyway, here is an instructional video for Icarus' Vector.<br />
<br />
<a href="http://www.youtube.com/watch?v=vgJ889JevyI" target="_blank">YouTube- Vector Instructional Film (Work in Progress)</a></div>
			
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</div>Horribly outdated :O<br />
<br />
I'll need to make a newer one when _v1 rolls out.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>Icarus</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=10558</guid>
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		<item>
			<title>TF2Maps.net AMC#3 MiniWeb</title>
			<link>http://forums.tf2maps.net/showthread.php?t=10486&amp;goto=newpost</link>
			<pubDate>Sat, 07 Nov 2009 01:41:55 GMT</pubDate>
			<description>Hehe, good page.</description>
			<content:encoded><![CDATA[<div>Hehe, good page.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>strangemodule</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=10486</guid>
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			<title><![CDATA[Good luck to everyone who's entered!]]></title>
			<link>http://forums.tf2maps.net/showthread.php?t=10350&amp;goto=newpost</link>
			<pubDate>Fri, 06 Nov 2009 15:29:15 GMT</pubDate>
			<description>Best of luck to you all. I regret not joining the community sooner to participate.</description>
			<content:encoded><![CDATA[<div>Best of luck to you all. I regret not joining the community sooner to participate.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>Jack Riguel</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=10350</guid>
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			<title>Contest Events</title>
			<link>http://forums.tf2maps.net/showthread.php?t=10456&amp;goto=newpost</link>
			<pubDate>Wed, 04 Nov 2009 14:06:14 GMT</pubDate>
			<description><![CDATA[The idea, as far as me stopping gameday testing, wasn't to replace those events with contest ones, but merely to prevent overload of times/reasons to...]]></description>
			<content:encoded><![CDATA[<div>The idea, as far as me stopping gameday testing, wasn't to replace those events with contest ones, but merely to prevent overload of times/reasons to play lessening how much the contest maps got played.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>A Boojum Snark</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=10456</guid>
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			<title>Annual Major Contest (AMC) #3 Submission Thread</title>
			<link>http://forums.tf2maps.net/showthread.php?t=10245&amp;goto=newpost</link>
			<pubDate>Sat, 31 Oct 2009 21:28:16 GMT</pubDate>
			<description><![CDATA[I'll have a bumper pack with all of them in uploaded shortly - keep you're eyes peeled!]]></description>
			<content:encoded><![CDATA[<div>I'll have a bumper pack with all of them in uploaded shortly - keep you're eyes peeled!</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>Youme</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=10245</guid>
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		<item>
			<title>submitting unfinished maps?</title>
			<link>http://forums.tf2maps.net/showthread.php?t=10320&amp;goto=newpost</link>
			<pubDate>Wed, 28 Oct 2009 13:40:13 GMT</pubDate>
			<description><![CDATA[Well practically betas aren't finished yet either so of course]]></description>
			<content:encoded><![CDATA[<div>Well practically betas aren't finished yet either so of course</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>Jonah</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=10320</guid>
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		<item>
			<title>Partners Competition, how to distribute?</title>
			<link>http://forums.tf2maps.net/showthread.php?t=10198&amp;goto=newpost</link>
			<pubDate>Mon, 26 Oct 2009 02:03:58 GMT</pubDate>
			<description><![CDATA[I think the 'experienced mapper pairing up with a new mapper' idea would only work with a few conditions. 
 
Firstly, we'd need to make sure the...]]></description>
			<content:encoded><![CDATA[<div>I think the 'experienced mapper pairing up with a new mapper' idea would only work with a few conditions.<br />
<br />
Firstly, we'd need to make sure the experienced mapper wants to do it.  And I dunno how many people would actually want to spend time helping one out in such a strong way.<br />
<br />
Second, the new mapper can't be a truly new mapper.  It would have to be somebody like Owlruler, Supertoaster, or myself - people who know Hammer, but haven't released many popular things.  If you have truly new mappers who know very little, it'd be a waste of time for both the experienced mapper and the contest.<br />
<br />
<br />
There's my two cents.  If this happens, I claim somebody cool like (names off the top of my head, there are more cool people) Spud, Icarus, Nine, Youme, Ravidge, or Ace.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=25">TF2Maps.net  Mapping Contests</category>
			<dc:creator>littleedge</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=10198</guid>
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