A nuclear missile’s headed your way. A nuclear bunker is right behind you. But its door is shut.
You have two minutes to find a way inside.
Talk to the people and see if you can decipher their words.
Quite a small arena where the enemies, Combine soldiers and Combine Elite, spawn at one end of the area and simply run towards you.
Regular ammo and health drops from a shute.
It’s close combat in a rectangle room.
Here is the second mapping challenge in the Mesa Cup.
The release contains 4 entries.
For this challenge, entrants needed to make a tram the main conceptual element of their entry. There was no actual requirement for the player to use the tram though.
For full details of the announcement, please see the original theme announcement.
The streets are dangerous place. One squad member will accompany you to where you need to get to.
The problem is, you don’t really know where that is.
Therefore, you must check every door, every alley and every possible route for a way forward.
Somewhere on the coast, you final challenge awaits.
Starting in what looks coastal town, you find yourself up against a constant barrage of Combine soldiers.
Often ways looked block but with your trusty crowbar a way can be found through.
Once you beat the APC you are one step closer to freedom. Or are you?
You find yourself in a brick maze. You have a crowbar but health, suit charge, the pistol, ammo and grenades can be “bought”.
You earn “gold” by killing enemies.
Metrocops and fast headcrabs are worth 4, zombies and normal headcrabs are worth 2.
Let me put it simply: You have 72 hours to make a map with EXACTLY 72 seconds of playtime.
We often talk about how it’s better to have shorter, more polished maps than longer weaker ones. By “polished”, we do not just mean visuals (lighting, textures, environmental art), but also gameplay, interaction, storytelling, soundscapes etc.
You can make your map action packed or only have a few interactions. It could be a beautiful scene that the player walks through and relaxes, a non-stop gunfight, or anything in between.
For example, you could create a map that can be finished in 72-seconds but only if done perfectly. That would allow replayability in trying to find the optimum way to complete the map.
You can simply submit a map that can be played in one 72-second sitting.
There is an OPTIONAL template for you to use, that fades in from black, lasts 72 seconds and then fades out. The fades last 1 second each. Mappers may extend the “black screen” time at either or both ends of the map, to display text.
Ideally, we would like the text to be kept to a minimum. Everything should really be contained within the 72-seconds gameplay.
Locations, events, style of map are all open. The only limitation is the 72 seconds.
Be aware that the minimum AND maximum playtime of the map is 72 seconds. Don’t think that you can create a huge map and allow the player to reach certain points and autosaves. That is not the idea we are looking for.
If your map lasts longer than 72-seconds after the fade-in, it will be considered a bonus map.
That’s 72 hours.
24th August 2018 6 Comments
Choices. We face them everyday. But they don’t often come with life or death consequences.
Today, they do.
Choose wisely, there are subtle clues placed within the map to help you (I never flipping saw them! – Phillip).
Type your search here: