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Major Mapping Contest #4
Old 01-09-2010, 06:25 PM   #1
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Default Major Mapping Contest #4



Time for another contest! We're taking a look at something new that no one has tried before: competitive CTF. We're not setting up too many rules for how you do it, get creative! Maps have to be flag based and work. You have four months to show us what you can do. The contest will end on Saturday May 8th at 04:00am (04:00) UTC. (Check for your timezone)

Rules
  • Map must be a CTF map
  • MAP WILL BE SCORED ON TOTAL FLAG CAPS PER TIME - NOT FIRST TO NUMBER OF CAPS. Remember this when designing your layouts. This is a design reminder. This functionality is handled server-side and is set up for competitive matches beforehand.
  • No multi-stage maps (this isn't the last contest!)
  • Custom content is allowed, All publicly released content will not count towards collaboration, more than 'a few' from a single modeler specifically for your map will, the first 'few' wont be.
  • Collaborations are not allowed in any form. Aside from the fact that splitting prizes would be a nightmare, it also presents a significant disadvantage for everyone who works alone.
  • Must be able to spawn 32 players (16 per team spawnroom)
  • Map must include this content: At least 4 posters or models for the Novint sponsor in clear sight (i.e. gameplay areas, not the spawn room) and any 1 of the fine TF2M posters. I realize there are only 4 Novint items right now and you might feel a little limited. More will be available in the near future. If you wish to make your own, please send me (YM) a PM so I can confirm them. All the premade content you need can be found here
  • TF2M staff are allowed to win, but the contest judges are not.
  • Maps in early alpha that qualify with the above rules as of this post might be allowed entry- talk to me (YM) for approval

Here's some basic guiding principles for your map:
  • Your map should be fast paced (that's the big one!)
  • Complexity doesn't make it better
  • Have good open ground for fighting
  • Use vertical elements for additional interest
  • Make sure navigation is easy
  • Consider keeping it small and more focused
  • Strategy is core to team gameplay- offer strategic choices
  • Comp teams doesn't have to mean pro teams, anyone can play competatively
  • "Mapping for a competitive audience" on Nodraw.net
Competitive teams don't want any surprises. Easy navigation, fast action, strategic (albeit very quick) pathway decisions. This is obviously a farcry from what most of us are used to. But we collectively represent the very best custom-content makers in TF2. So if anyone can make this work, it's us.

Judgement Procedure

Eligibility: Maps will be checked and disqualified when the contest submission deadline ends if they do not meet the rules.

Judging Categories Note: We will be hosting new Gamedays specifically for 6v6 play.
  • Gameplay - how well the map plays, map flow, etc. How well it plays out competitively.
  • Class Involvement - how well classes assume their roles, how the map offers opportunities for each class
  • Style - how well the map fits into TF2. Detailing, architecture, geometry, etc.
  • Optimization - how well the map is optimized. Framerate, filesize, etc.

First component - Popular Vote
  • One thread will be made where votes will be posted to. The first post will contain a template vote which voters will copy and paste as their reply, changing the numbers to reflect their opinions.
  • In this thread, voters will have the opportunity to grade each map for all categories, from 1-7, as well as giving a short summary if they wish. (Allows for two grades above and below average as well as one for "simply unbelievable" and "utterly abysmal" which you should think long and hard before awarding!)
  • The results of each vote, after the judging time is over, will be calculated together to get an average rating for each map.
  • Users MAY NOT grade their own maps.
  • The goal of the popular vote is to get an overall rating for each map based on everyone's impression of how fun it is. It prevents judges' votes from counting too much, and makes sure the winners are indicative of our entire community's feelings.

Second component- Judges' votes
  • There will be a panel of judges. For the first time ever we're getting rid of the idea of "default judges" like myself and the other moderators. Instead we're posing an open application for anyone who feels they have the expertise to provide a higher-than-standard level of feedback. If you would like to be considered to become a judge please send a PM to me (YM) with a statement about what you feel qualifies you before the end of April. Once the site staff have decided on whether or not to accept your application you'll be contacted and will gain access to a new judges-only forum when signed in.
  • Judges' own entries will be disqualified from winning; they will receive marks but will not be eligible to place in the final rankings. Judges may review their own maps but their rating will not be calculated into the map's total score.
  • Judges will playtest each map considerably on their own, via the tf2maps.net server or private servers.
  • Each of the 4 categories is worth 25%.
  • Each judge will rank each category on a scale of 1-7 and include a write-up of their decision making process per map. The judges' ratings will be averaged for each map. Each step of this process will be publicized.
  • The goal of the judges' vote is to get a professional look at each map, with a high degree of scrutiny that the mapmakers can use to improve their skills in the future. It prevents a tyranny of the majority, wherein people vote on maps in a popularity contest, thus making the rankings fairer.
  • The judges' average ratings will be multiplied by a factor of .5, and the popular average ratings by a factor of .5. This means a 50%-50% split. They will be added together to achieve the maps' final ratings.
  • The maps' ratings will be published, the ineligible maps (like the judges') removed, and then the final rankings posted. The final rankings will determine the winners.

The entire formula for a map's rating is such:

((Voter's category scorings added up)/7)/(Number of votes) * .5 + ((Judges' category scorings added up)/7)/(Number of judges) *.5 = Final ranking. This formula will be published with all variables so that we all know it was a fair contest.


Submission Procedure

This time once the submission thread is up and the deadline set you will have until that deadline to the second with no exceptions. Once the deadline has passed there will be a short period (<1 week) where we will accept updates for game breaking problems such as the numerous crashes we had last time. We WILL NOT allow any changes other than directly fixing whatever issue that arises, resubmitted maps will be checked and any that contain changes unrelated to the issue in question will be disqualified. After that time period no more changes will be accepted.

Prizes

1st Place
1 x Novint Falcon Bundle


2nd Place
Your choice of any game from the STEAM Store
1 x random class TF2 keychain + 1 x TF2 card pack


3rd Place
1 x TF2 Mouse Pad
1 x random class TF2 keychain + 1 x TF2 card pack

Last edited by YM; 05-04-2010 at 10:43 AM.. Reason: added prizes
 

Old 01-09-2010, 06:27 PM   #2
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But I don't have any ideas!
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Old 01-09-2010, 06:27 PM   #3
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/me starts on map
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Old 01-09-2010, 06:28 PM   #4
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Might as well try.
 
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Old 01-09-2010, 06:29 PM   #5
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Awesome!

/me gets to work.
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Old 01-09-2010, 06:31 PM   #6
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Ah, why not.
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Old 01-09-2010, 06:33 PM   #7
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Well, this sounds fun and I definitely want to try it.

But I have to ask one thing - are we expected to exlusively/mainly test our maps in 6v6 play, or can we also choose to simply make a fast-paced CTF map along the guidelines in the thread?

The reason I'm asking is because, while I'd be ok with entering my map to a 6v6 gameday and spectate, I'm not too interested in trying to play competitively myself in order to develop my map. I'd been hoping I would be able to test this on regular gamedays as well.
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Old 01-09-2010, 06:35 PM   #8
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Would trains count as "Insta-death or environmental hazards"?
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Old 01-09-2010, 06:36 PM   #9
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sounds fun
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Old 01-09-2010, 06:40 PM   #10
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Map must be a CTF map

Does this mean it must use the "bring enemy flag to your base" mechanic, or does it just have to use flags?
 
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