The Art Pass Contest (TF2Maps.net Mapping Contest #5)
The contest will end on Saturday September 25th 2010 at 11:00am UTC.. For more infomation, or to discuss what is here, please visit the forum thread here.
Here are a list of things which you will need to make sure your map includes before submitting it:
The layout of the map must remain the same.
The map must be optimized to the point where it can be released to the public (Fade distances, Hints, Areaportals etc.).
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!
Mapping collaborations are not allowed in any form, as it presents a significant disadvantage for everyone who works alone. You are allowed to use an artist to create specific props/textures for your detailing, but the actual map detail must be done by you.
You are not allowed to advertise anything in your map, so no using those TF2Maps.net posters, Novint ones, or ads for other any communities.
Your map must be named in this fashion: artpass_yourusername.bsp and have a thread in the Contest Entries forum.
Here are a list of things which you should look over and keep in mind whilst making your map:
Try to be unique. We are expecting a lot of people to enter; make sure you stand out from the crowd (but not in a bad way!)
Stick to the TF2 art style, but don't be afraid to try something new!
For optimization, read this great tutorial by MangyCarface.
For some theory on standards in Valve maps, read this tutorial by Acegikmo.
To see how Valve does things, read this, this or this.
The Judgement Procedure
Eligibility: Maps will be checked and disqualified when the contest submission deadline ends if they do not meet the rules.
The maps will be judged by the TF2 team on a number of categories, make sure you've got them all covered:
Creativity - Author's use of new or existing models, textures, sounds, in interesting or unique ways within the confines of the existing map layout.
Composition - Visually how well the map looks with all of its elements in place. Lighting, appropriate texture choices, colour composition, etc.
Technical - The map should be optimized for shipping and not bogged down in so much detail that only a few select users can run it.
The Submission Procedure
Please note that once the maps are checked, they will be sent off to Valve. No changes can be made after this submission is made.
This time once the submission thread is up and the deadline set you will have until that deadline to the second with no exceptions. If you have any issues with your submission, if you need to fix it, contact me (Tom "zpqrei" Pritchard) and we'll see how we can fix your issue. It'll be done on a case-by-case basis, but only up to a week after the contest ends.
The grand prize is of course, your map being included in TF2. More prizes may be added at a later date, check back here.