&lt;DEW NOT DELETE&gt;<br /><br />With this summer&#039;s IDL season collapsing into a grotesque clusterfuck of free wins, everybody&#039;s looking for something to do!&nbsp; Why not put your creative drive to work with some good, old-fashioned DooM mapping.&nbsp; That&#039;s right, folks, we are looking to remedy the banality of idl2011.wad with some fresh new ideas in idl2012.wad.<br /><br />[b]How do I play?[/b]<br /><br />1. Obain a copy of Doom Builder 2: [url=http://www.doombuilder.com/index.php?p=downloads]http://www.doombuilder.com/index.php?p=downloads[/url]<br />2. Download the texture wad: [url=http://static.totaltrash.org/ctftex1c.zip]http://static.totaltrash.org/ctftex1c.zip[/url]<br />3. Add the wad to the ZDoom (Doom in Hexen) format texture resources and paint your map with its colors.<br /><br />If you do not know how to map, it&#039;s easy.&nbsp; I strongly recommend Doom Builder&#039;s tutorials:<br />[url=http://www.doombuilder.com/index.php?p=tutorials]http://www.doombuilder.com/index.php?p=tutorials[/url]<br />and hesitantly recommend youtube tutorials:<br />[url=http://www.youtube.com/results?search_query=Doom+Builder+2+Tutorial&amp;aq=f]http://www.youtube.com/results?search_query=Doom+Builder+2+Tutorial&amp;aq=f[/url]<br /><br />Any further questions can be directed toward me or someone you think is smart.<br /><br />[u]You can submit up to two maps[/u].<br /><br />[u]The deadline is August 15th[/u].&nbsp; I want everyone to have enough time to make a good map, but I don&#039;t want the contest to drag on and on.<br /><br />The best map(s) will be determined by a vote of the IDL board or some other method.&nbsp; It depends on the number of submissions and who makes them, but I&#039;m really making this up as I go.<br /><br />[b]What do I win?[/b]<br /><br />Nothing--this is DOOM!&nbsp; However, the best map(s) will be put into next year&#039;s wad and very likely into upcoming regular seasons.<br /><br />[b]Tips on making a good ctf map:[/b]<br /><br />Keep it small--Sanguinary Longshot is not popular; ReakuCTF is not popular.&nbsp; Map31 is popular; Map04 is popular.<br />Keep it simple--Nobody likes getting lost in the middle of a map except Chaindude (JK PLEASE PARTICIPATE). It should be presently clear at all times where one is and where both flags are.<br />Keep it fairly plain--The success of map14 demonstrates that a map doesn&#039;t need a lot of fancy textures to be fun.&nbsp; The success of map22 demonstrates that maps can be considered good _in spite of_ those textures. (JK PLEASE PARTICIPATE) We are looking for structural playability more than good looks.<br />Keep it gay.<br /><br />[u]I uploaded an example map here[/u]: [url=http://www.altdeath.com/fluxbb/viewtopic.php?id=171]http://www.altdeath.com/fluxbb/viewtopic.php?id=171[/url]&nbsp; Is it a contest winner?&nbsp; Probably not, but it&#039;s also not my submission for the contest.<br /><br />(quote from Alex:)<br />[quote]Use CTF Standard things instead of keys and particle fountains.&nbsp; Easiest way to do it is to temporarily edit the map using one of the Skulltag modes in Doom Builder, since the Thing ID&#039;s for the standard are essentially the same as what Skulltag has been using for years.<br /><br />Keep in mind that if you use slopes in your map, they won&#039;t work in current versions of Odamex.&nbsp; I would recommend limiting your use of slopes to detailing, with an acceptable-looking fallback in case the port doesn&#039;t support slopes (which is pretty easy, since DB2&#039;s 3D editor doesn&#039;t support slopes either, so whatever you see there is how it will show up in Odamex).[/quote]<br /><br />I&#039;d also like to thank LordBritish for coming up with the idea for this contest and making a post about it, and AlexMax for compiling this resource wad and enduring months of spam in #altdeath--without him this wouldn&#039;t have happened.<br /><br />Disclaimer: I might change any details about this contest at any time.<br /><br />(from Alex about the resource wad:)<br />[quote]The textureset currently contains:<br /><br />[list][li]IDLCTF2011-: I took the wide banners from here.&nbsp; I originally made them for Odamex CTF, but I think the IDL ones are more port-agnostic and nicer looking.[/li]<br />[li]Nightmare Recolors: I don&#039;t use the entire recolor pack, rather I went through and picked out all the red and blue recolors texture by texture.&nbsp; This is a good thing, as there are a number of really odd texture recolors in the original set that make maps look terrible if used.&nbsp; There are also a few Doom 1 textures in here that I decided to use.[/li]<br />[li]Nightmare Textures 1: These are custom textures not based on any DOOM 2 textures.&nbsp; This set is what gives the textureset that unmistakable &quot;ZDCTF&quot; feel, as these textures were introduced around halfway through development of ZDCTFMP1 and thus you see these textures pop up again and again throughout the later maps.&nbsp; This time around, a few more textures should be usable since I copied the contents of the TEXTURE1 lump instead of just the patches.[/li]<br />[li]Nightmare Textures 2: A couple of animated textures.&nbsp; Falling water, falling snow, dripping blood, that sort of thing.[/li]<br />[li]Nightmare Useful Flats: Flats to go with textures that don&#039;t have flats to go with them.&nbsp; Pretty self-explanatory.[/li]<br />[li]ZDCTFMP3-: I took a fair number of homemade textures from this set.&nbsp; You&#039;ll recognize a lot of them too.&nbsp; However, I also purposefully left out a number of other textures, either because they were redundant or simply were not done very well.&nbsp; A good example is the &#039;bright&#039; variations of REDWALL, I think that Nick Baker&#039;s recolor looks much nicer on the blue side than the ZDCTF version, and I redid the red side based on Nick Baker&#039;s white recolor.&nbsp; I also do not include the Quake textures; they were a one-off for a single map and don&#039;t look that great side-by-side with Doom textures.[/li][/list]<br /><br />The following textures and flats have multiple recolorings that you should be aware of:<br /><br />[list][li]REDWALL has a bright red recolor as A_STONR[/li]<br />[li]FLAT5_3 has a bright red recolor as AFFT54R[/li]<br />[li]FLOOR1_6 has a bright blue recolor as AFFL16B.&nbsp; However, you should use the dark blue CEIL4_1 if you want to also use the dark blue FLOOR1_7 recolor NFFL17BL.[/li][/list]<br /><br />There is an included map which showcases most of the textures in action.&nbsp; There is a missing wall texture called SLIME14 which I meant to show side-by-side with the recolored floor and ceiling SLIME14&#039;s, but it&#039;s in the WAD, just missing from the demonstration map.&nbsp; Happy mapping![/quote]<br /><br />&lt;/DEW NOT DELETE&gt;