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 Delta Ultimate KO - Season 2 Map Request

by  SkiFreak ,  CD |  9 |  0
ID  1874 
  |  
 Map request
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Description
Delta Ultimate KO - Season 2


A weekly KO cup on 6 lap maps, where half the players are knocked out each round! Players will be given 10 minutes to discover the track before the KO begins.

The Ultimate KO is run in 6 week seasons with a race happening each week and a grand finals at the end on another weekend. The qualification format is being updated from last season, and will be based on gaining points through placements in each week.

Don't forget to join the discord!


Submissions & Deadline:
Deadline for map submissions is no date yet. If your map is accepted, denied, or changes are requested, you will receive a notification on tmx as well as a dm on discord if possible.


Mapping guidelines:

At least 2 surfaces/styles must be represented in your track, you can find the tracks from last season here. Creativity is encouraged as long as the map is suitable for endurance competition.

  • Style: Any, multilap.
  • At least two surfaces/styles represented.
  • Length: 1:00-1:30 minutes (flying lap)
  • Difficulty: Intermediate/Advanced
  • Map Name Format: $fff$s[$aaaΔ$fff] - MAPNAME
  • Signpack: 2x1 4x1 Using the signpack is optional.
  • GPS: Put one near the start, a sign rather than media tracker is preferred to indicate where the gps is.
  • High quality shadows must be computed.
  • Validate for 6 laps.
  • Fully respawnable (double respawn).
  • Try to be mindful of checkpoint placement and make it unlikely for players to have to double respawn.
  • Mood: Any (make sure the map is well lit)
  • Learnable within 10 minutes.
  • Maps should focus on being easy to drive safe but hard to master.
  • Submitting multiple maps is allowed.
  • If you build you cannot play the cup on your own track, but you may play all the other weeks.
  • Maps must be new and not released before. Building on stream is allowed, but do not share the map file.
  • Theme/identity allowed so long as it is not too difficult. Focus should be on risk to gain time, not trying to avoid crashing. Intended skips allowed as long as it is clear they exist and gps drives them. Again focus on risk to gain some time back, assume players will default to the easy way and build with that in mind.

    Tracks will be accepted mainly based on route quality, although making your track look nice is great too, just be sure that it is playable on low end systems. 6 Tracks will be accepted, chosen by our map testing team.
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