The Hammer Cup 16: Challenge 4: TrapVille

We are getting closer to the end!

Welcome to the fourth of five mapping challenges as part of The Hammer cup 2016.

Theme Details

TrapVille AKA AdmiralAckbarVille

For this challenge we would like you to create a map that contains at least one trap. It could be one huge or complicated trap or multiple smaller simpler ones.

The player could be the one setting the traps or the one avoiding them. Or the one caught in them.

The winning map will be the one that creates the most interesting situation involving traps, that is fun to play and looks polished.

We are big fans of Rube Goldberg machines, and would love to see clever, overelaborate traps – but we realize the short timeframe, so please don’t get so carried away with the trap design that you don’t have time for testing and polishing the rest of your map.

Here are some ideas to get your creative juices flowing:

“After fairly light resistance, the town square feels a little too empty. This was too easy. Not committing too far forward, you investigate further. It’s clearly a trap. You retrace your steps but quickly find the trap was not the town square after all…”

“The Combine attack is just too strong. Time for a retreat into the mines. You are sure there is a way out and the only way to stop them following you is to blow the entrance. Oh dear, maybe that wasn’t such a good idea – it looks like someone may have been waiting for you down here…”

“Between you and the survivors is the abandoned village, but it’s almost as bad as Ravenholm. There’s talk of the ‘residents’ becoming creative to capture more escapees. Could it be true? Only one way to find out…”

As always, if you have any questions either ask in the comments or if you require a private answer send Phillip an email: [email protected]


12th May 2016 55 Comments

BacktrackVille

for Half-Life 2: Episode Two

Welcome to the third challenge from The Hammer Cup 2016, which has a Grand Prize of a NECA Gravity Gun, plus other prizes for second and third places.

This challenge contains 12 entries all with the idea of a “backtracking” as the main theme.

One of the staple events in video games is the backtrack sequence. A part of the game where you retrace your steps in the exact location but this time something has changed.

The change can be due to new enemies, a violent explosion, time travel, new vehicles etc.

We would like you to create a map where the player interacts with an area and then has to backtrack through the same area, but the area must have changed.

The reason for the change and the exact change is entirely up to you.

2
8
4
1

Total Downloads: 6,59530th April 2016
85 Comments and 15 recommendations, most say "Play It Later"

The Hammer Cup 16: Challenge 3: BacktrackVille

And so it continues…

Welcome to the third of five mapping challenges as part of The Hammer cup 2016.

Theme Details

One of the staple events in video games is the backtrack sequence. A part of the game where you retrace your steps in the exact location but this time something has changed.

The change can be due to new enemies, a violent explosion, time travel, new vehicles etc.

We would like you to create a map where the player interacts with an area and then has to backtrack through the same area, but the area must have changed.

The reason for the change and the exact change is entirely up to you.

The theme is apropos considering the discussion on the PsychologyVille – Just A Discussion post, where people have started talking about seeing sections of Half-Life games before or after certain events.

We had already chosen this theme, so that is perfect timing.

We will allow remakes of any Half-Life game map but they shouldn’t just be copies – put a little personal touch into them.

Of course, we would be more than happy if you created your own design and have a reason for its change. Any reason is acceptable.

Even though time travel does not feature in any of the Half-Life games (unless you consider Gordon’s stasis – in which case every game features time travel – forwards!) we will allow it for this theme – either forwards or backwards.

You could create a map where you are attacking a Combine Outpost and get knocked unconscious and when you wake up you find that the resistance has been pushed back and you are now behind Combine lines. You must return to join your resistance comrades.

Or you could have been sent on a suicide mission to destroy a facility and find yourself still alive after destroying it. The Combine have sent reinforcements and your objective now is to either die in a blaze of glory or make it back to the rendezvous point.

The main idea is to play the same area twice but the second time must be significantly different from the first.

As always, if you have any questions either ask in the comments or if you require a private answer send Phillip an email: [email protected]


31st March 2016 154 Comments

The Hammer Cup 16: Challenge 2: LiberationVille

Welcome to the second mapping challenge as part of The Hammer Cup 2016.

Theme Details

Dictionary.com defines Liberate as

  1. to set free, as from imprisonment or bondage.
  2. to free (a nation or area) from control by a foreign or oppressive government.
  3. to free (a group or individual) from social or economic constraints or discrimination, especially arising from traditional role expectations or bias.
  4. to disengage; set free from combination, as a gas.
  5. Slang. to steal or take over illegally: The soldiers liberated a consignment of cigarettes

That’s exactly what we want you to do! Build a map that allows the player to liberate something of your choosing. The “something” can be a person or people, an item, or anything else you can think of!

Pick any of the definitions above. We particularly like the fourth regarding the “COMBINation”.

Maybe the City 17 rebels are trapped and need your help. Maybe Alyx has been captured. Again.

Maybe you’re a car thief. Maybe you impulsively hoard garden gnomes. Maybe Barney has borrowed your crowbar one too many times.

The options are wide open, as long as you can liberate it!

As always, ask as many questions as you want, either via the comments here or privately if you prefer.

The map will be judged on how well it fits the theme AND the elements listed below.


18th February 2016 84 Comments

The Hammer Cup 16: Challenge 1: ChasmVille

And so it begins…

Welcome to the very first mapping challenge as part of The Hammer cup 2016.

Theme Details

The main element of the map must be a chasm. Canyon, gorge, abyss, rift – whatever you want to call it, but it must be the key feature of the map.

This chasm can be inside or outside. Think the perilous pits in Black Mesa, the insane heights inside the Citadel, and the dark antlion caverns.

These are just Half-Life examples to get your brain started! Put a new spin on one of these, or come up with your own thrilling chasm!

The player is not required to cross it but it must form the main gameplay element of the map.

Bridges CAN be used but are NOT compulsory and they can be anything from huge solid metal bridges to loose, wonky wooden ones.

There CAN be puzzle elements involved in crossing the chasm or just combat.

The player could work their way to the bottom and up the other side or fly across!


7th January 2016 58 Comments

CrossoverVille Mapping Challenge

I have to admit I was planning on AntlionVille but by the time I had finished Antlions Everywhere I was sick to death of the freaking things. I am sure there will be an AntlionsVille in the future but not this time.

There were some really great theme/challenge suggestions made by people and, again, some are sure to happen in the future, but the one that really caught my eye was CrossoverVille. I am going to open it up to a wider range of games though.

Hope it inspires you!


25th November 2015 60 Comments