Tripwire's $20,000 Killing Floor Grindhouse Mapping Contest

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[TW]Wilsonam

VP, Tripwire Int.
Oct 17, 2005
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Because i doubt i'll be able to produce anything half decent by the deadline for the first wave since i intend to create custom textures and i've still got to learn how to use this unreal editor.

Which leads to another question can someone submit two completely different maps for wave 1 and 2?

If so i might start work on a less ambitious map.
You can submit as many maps as you like - completely different if you like. Or use Wave 1 to get some feedback on ideas and go for broke on Wave 2. No restrictions.

If people have no experience with the whole Unreal toolset, it WILL be hard - but not impossible. Wave 1 will probably go to someone experienced in the toolset - but Wave 2? There is time to try, test, feedback, learn....
 

Sheezwack

FNG / Fresh Meat
May 15, 2009
164
1
0
We might need some clarification on the rules.

Are you looking for normal maps that work similar to the official maps, or are you looking for maps which are borderline mods such as storymode maps, maps with other game modes etc?

For example what if a map doesn't use random traders, and somehow has fixed traders or something else to get weapons/ammo? I consider the whole random trader thing to be an integral part of the core KF gameplay, so I'm not sure if the rules mean that this is how your map should use them.
 
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Sgt Jigglebelly

FNG / Fresh Meat
May 15, 2009
203
3
0
man, this is great news, this will not only give some lucky winners a lot of cash, but it'll increase the amount of community made maps by a whole freakin' bunch methinks, so everybody wins in some way in the end

once again, hats off to tripwire for the EXCELLENT game support
 

Nenjin

Grizzled Veteran
Apr 30, 2009
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are we allowed to use the logitech and nvidia logos and products in our maps without trademark or copyright infringement?

My guess would be no. It wouldn't matter unless you won the prize. Copyrighted material + you making money = copyright violation. If you make a profit on something that contains copyrighted material, you need the permission of the owner. Otherwise you are vulnerable to a lawsuit.

I feel somewhat at a disadvantage in this competition, being that I'm a first time UTE map maker, and I lack the experience to create custom textures, meshes or much else.

But I was making a map for the pure fun of it before, so a cash prize is just an incentive to get it done sooner rather than later :p
 

zYnthetic

FNG / Fresh Meat
Mar 20, 2009
1,069
168
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Atlanta-ish
www.zynthetic.com
Using software outside the scope of it's license is all it takes for infringement to occur. How it's used (personal, marketing, commercial) doesn't make it any less infringing, just varies the penalty.
 

[TW]Wilsonam

VP, Tripwire Int.
Oct 17, 2005
4,060
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www.tripwireinteractive.com
We might need some clarification on the rules.

Are you looking for normal maps that work similar to the official maps, or are you looking for maps which are borderline mods such as storymode maps, maps with other game modes etc?

For example what if a map doesn't use random traders, and somehow has fixed traders or something else to get weapons/ammo? I consider the whole random trader thing to be an integral part of the core KF gameplay, so I'm not sure if the rules mean that this is how your map should use them.
You can create any map you like. As per the rules, we'd like to see "standard-style" maps included - but if you want to (and have time to) create more mod-like maps, then go for it. You don't HAVE to do anything - the basic judging criteria are listed on the rules page. But if someone creates something stunningly cool outside those criteria, it will do well!
 

Sheezwack

FNG / Fresh Meat
May 15, 2009
164
1
0
Okay great, good to know thanks!

It's only because things like traders are mentioned in the RULES, this leads me to believe you MUST use traders for example. It actually does say "all maps must". So going by point 3, all maps MUST have multiple traders?

All maps must:

  1. be fully compatible with Killing Floor’s current release;
  2. have full AI pathing and functionality; and,
  3. implement all standard Killing Floor gameplay functionality (multiple traders, playerstarts, ZED spawn volumes, etc) and,
  4. be released to the public by the Wave I deadline.
 
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Sheezwack

FNG / Fresh Meat
May 15, 2009
164
1
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Yes? Do you mean yes, all maps MUST have multiple traders?


If someone makes a completely awesome map, and has a single trader - then I assume it can not be submitted into the competition.


Does it also need to have the random trader functionality? Or (if this is even possible) is it okay to have a map where the players progress from trader to trader in a specific order?


I've just noticed some people might be submitting maps with new functionality - none of us want to go to all that effort to find out our map isn't eligible.


Point 3 in that rules list is pretty vague and open to interpretation!
 

[TW]Wilsonam

VP, Tripwire Int.
Oct 17, 2005
4,060
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Roswell, GA
www.tripwireinteractive.com
UPDATES ON THE RULES:

Following some questions we've been asked, we've made a couple of slight changes to the rules...

The first is simply that you CAN use content from stock RO (i.e. Tripwire-created) in this contest. Just be careful if you import something from RO that you don't manage to over-write a version we'd already brought across and changed!

The second is that you can now create maps that implement their own gametypes, as well as standard KF-style maps. If you chose to go this route, "all gameplay functionality must be implemented to support that custom gametype". In other words, make sure that it is fully-playable in its own right, doesn't break existing KF functionality and all comes downloadable in one package - your entry is complete in its own right!
 
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Slyk

FNG / Fresh Meat
Feb 17, 2006
1,277
10
0
www.after-hourz.com
UPDATES ON THE RULES:

The second is that you can now create maps that implement their own gametypes, as well as standard KF-style maps. If you chose to go this route, "all gameplay functionality must be implemented to support that custom gametype". In other words, make sure that it is fully-playable in its own right, doesn't break existing KF functionality and all comes downloadable in one package - your entry is complete in its own right!

Whhheeeeeeeeeeeeeeeeee.

Now. Where did I leave my code monkey? ;)
 

Cheese Mo

FNG / Fresh Meat
Jun 1, 2009
23
0
0
I see a small problem with the updated rules. You are going to have all kind of experince levels fighting for the same prize. You will have guys like myself, who always wanted to make maps, but don't really know how, against guys who write computer code all day long. Who do you think is going to win? I have some really good ideas and I'm learning the unreal editor at a fast rate, but I will only be able to make a half decent map to play in. There's no way I can make new textures or write new code for new game types. May be you guys could add some classes, such as amuater and professional. I know that there are some teams out there working together on 1 map, how will a map made by 1 guy compare?

Just some thoughts I had, I'm going to enter no matter what.
 

Corwin

FNG / Fresh Meat
Jun 23, 2009
77
0
0
I see a small problem with the updated rules. You are going to have all kind of experince levels fighting for the same prize. You will have guys like myself, who always wanted to make maps, but don't really know how, against guys who write computer code all day long. Who do you think is going to win? I have some really good ideas and I'm learning the unreal editor at a fast rate, but I will only be able to make a half decent map to play in. There's no way I can make new textures or write new code for new game types. May be you guys could add some classes, such as amuater and professional. I know that there are some teams out there working together on 1 map, how will a map made by 1 guy compare?

Just some thoughts I had, I'm going to enter no matter what.

I don't think that's a good idea. I agree that it must be hard for a "newbie" without contacts to complete a good enough level to qualify, but that's the point of contests: to come up with the best stuff. If what it takes is 3 or 4 pro-level designers to create the winning map, then so be it, they'll share the prize.

Adding a section for amateurs would be impossible to administrate: what would prevent competent people to submit their maps in that category aswell? Where do you draw the line between amateur and pro? And would the best amateur map really have more reason to win than the 4th pro map?

It's a contest, a paid one, so there's definitely going to be tough competition.
I think the closest to your suggestion Tripwire could come is to have some honorary mentions for some maps that weren't fleshed out enough but had great designs or ideas behind them.
 

Alex_KF

FNG / Fresh Meat
May 17, 2006
319
12
0
I see a small problem with the updated rules. You are going to have all kind of experince levels fighting for the same prize. You will have guys like myself, who always wanted to make maps, but don't really know how, against guys who write computer code all day long. Who do you think is going to win? I have some really good ideas and I'm learning the unreal editor at a fast rate, but I will only be able to make a half decent map to play in. There's no way I can make new textures or write new code for new game types. May be you guys could add some classes, such as amuater and professional. I know that there are some teams out there working together on 1 map, how will a map made by 1 guy compare?

Just some thoughts I had, I'm going to enter no matter what.

If your argument is : Why should a good map beat a crap one, i think you've answered your own question.

If you have skills in one area, but are a UED amateur, it may be in your interest to group up with someone else
 

JustFilth

FNG / Fresh Meat
May 15, 2009
332
10
0
UK
www.leveldesigner.co.uk
Cheese mo,

I understand completely what you are are saying, to be honest I thought the same. But if you look at it on the flip side even if your map does not win the actual comp or take second/third but gets a good welcoming then that itself will make you a winner amongst winners.

I can see the prizes dragging out all the freelancers, advanced coders, designers and so forth but this little trooper is gonna at least try stick it to em. In fact it is there feedback and critic that seems the most appealing apart from the