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We challenged our community to make a combat focused level in 48 hours. No fancy textures. No lighting. No detailing. Just pure gameplay. After extensive testing and tweaking, we're releasing the results as Map-Center's Combat Jam 1 pack. It features multiple unique combat scenarios, a hub map and a boss fight. The guidelines were as follows - Textures: You may only use the textures contained within the attached .map file. Think of it as a predefined aesthetic palette. Don't worry about making it pretty. Lighting: Only -dirtdebug lighting is allowed. Brushwork: Minimum grid size is 16. This event is gameplay focused so don't get distracted by aesthetics. SFX: custom music and sounds effects are allowed. Design: Try to make your combat encounters fun and innovative- avoid relying on tropes like slaughter rooms and quad runs. Your map must feature at least one boss encounter. Having your map revolve around a single boss encounter is acceptable (i.e., the boss is the only enemy within your map). Short and sweet is optimal. Specifics: the target_changelevel within your map must point to "combatjam1_start" with spawnflag 56. Your map file should be named combatjam1_name (for example, mine would be combatjam1_shartuterie) and your map must have an in-game name set in the "message" worldspawn key. Nav mapping is not required. |