This is the EMCs 2018 category

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The 72-Second Experiment Challenge

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.

Deadline

11am UTC Monday 27th August 2018

That’s 72 hours.


24th August 2018 6 Comments

The Extreme Team Experiment Mapping Challenge

This experimental mapping challenge has two aspects.

A Team of Two

For this challenge, we would like you to find a partner and work with them on the entry. As part of your entry, you MUST include a readme that states what each person did.
Your partner does NOT have to be another mapper, but can be. They could be an environmental artist, a modeller, a sound/music artist, a texture artist – it’s YOUR choice.
It’s impossible for us to define or check how much each partner does, but we would like to feel it’s a minimum of 70/30. Meaning that the junior partner does at least 30% of the work.

Phillip’s Note: “Remember, the Experimental Mapping Challenges (EMCs) are a chance for mappers to try something new. Not just in WHAT they produce but HOW they produce it. I would like to think that in a few years time, mappers who entered the challenges can say that they learnt, improved and benefited from doing so. Working in a team is something that people often have to do, sometimes against their will, but it can be a useful experience.”

The Theme: Extreme

For this challenge, we would like you to take one aspect of Half-Life, Half-Life 2, Ep1 or Ep2 and take it to the extreme.
Firstly, that doesn’t mean simply adding hundreds of enemies or set the whole map a standard vent.
We accept that thoughtless and over-use of any aspect of any game can produce boring maps, so the judges hope for clever intepretations of the theme.

You may set your maps in whatever location you choose and they can be as short or as long as you want. Think carefully about the three games above and try to find some aspects that will produce some unusual and interesting maps.

Here is an example, although we hope you consider other things.
Exploding Barrels. Imagine a map whose only form of attack was with exploding barrels. Perhaps the enemies are behind defenses that your weapons can not penetrate or maybe barrels must be placed against walls to progress. Or even a puzzle where the barrels must be placed in certain places to allow a chain-reaction. That might lead to some fun maps.
Simply adding lots of exploding barrels to a level is not what we are looking.

You just have to find an aspect that interests you and take it to the extreme. Remember, this is an experimental mapping challenge and therefore it is about pushing the limits. GOOD LUCK!

Deadline

11am UTC Monday 16th April 2018


6th April 2018 4 Comments

The Beautiful Indoor Experiment Mapping Challenge

Gameplay is obviously one of, if not the, most important aspects of video games, but how a game/map/mod looks is very important too.

Various styles fit various settings, but great lighting and attention to detail are always important.

For this challenge, we would like you to create a beautiful indoor map. It can be a map where the player roams freely or is taken on a ride (literally or figuratively).

No outdoor areas can be accessed or even seen. Windows can be included but preferably blurred or at least inaccesible. What we mean is that players must not be able to look out of windows, but windows can be used for lighting and effects.

No gameplay is required, although of course it is allowed.

The player can be allowed to walk through the map and discover things for themselves or the view can be controlled via physical barriers or point_viewcontrol.

What’s important are lighting, setting, and emotion. We want atmosphere. Think style over size.

The judges hope for interesting architecture and cool details. In fact, you could even create one room, but of course that one room must blow us away!

Scripted sequences can be used to make the map feel alive and flesh out the scene.

When players finish your map, they should sit back and say “wow!” Also perhaps: “I didn’t know indoor areas could look so awesome!”

Deadline

11am GMT Monday 26th February 2018


23rd February 2018 8 Comments

The One Billion Units – Experimental Mapping Challenge

The 1 Billion Units EMC.

Mappers are allowed to enter a map with a maximum cubic unit capacity of 1,000,000,000 Units. That is more or less 1024x1024x1024 or 20 metres x 20 metres x 20 metres in the real world.

The X,Y and Z dimensions can be anything the mappers’ want but the maximum total cubic size must not exceed 1,000,000,000 Hammer units.

The map must only have one area – not split into various parts.

This is the maximum volume of the map, NOT the area the player can reach.

VMF files MUST be submitted with each entry for easy verification. Within that space, the mapper can do anything they want.

The maps will be judges on clever, efficient and inventive use of the space.

No extra credit will be given for submitting smaller maps, but we may be secretly impressed.

Deadline

11am GMT Monday 29th January 2018


26th January 2018 5 Comments