Make a classic map focusing on gameplay to warm up for the only contest in which a new mapper can beat a pro!
For a long while we have been preparing our second mapping competition. Aftersome heavy consideration, we have decided to make it as productivity-friendly as possible. This means that we have to think of a way to ensure mappers can get their brain juices flowing to produce fantastic entries that can opt for first prizes. It also implies that we have to make sure less experienced entrants don’t get taken aback by the work of battle tested mappers.
Our way out of this conundrum is Mapeadores Mapping Contest Warmup Mapathon! Pronounced Mama Kowama if you’re a fancy guy, the idea is to produce a map focusing only on gameplay in a short period of time. Afterwards, all the maps will be live tested on the server, so you can discover which of your ideas are enjoyed the most and which less so. This filter will let you polish your novel gameplay mechanics for the contest, for which you will send a fully fledged map incorporating these ideas if you’d like—or just starting from scratch!
In contrast with our first contest, we have decided to stay away from forcing a given aesthetic. Instead, and to further interest new mappers —or even people that may be interested in mapping for the first time— we will only set a few rules regarding gameplay. Those apply to the Mapathon, and will probably apply with minor changes to the contest as well. In short, these are:
- You must make a fully playable map, focusing on gameplay, disregarding other details as you’d please. The map MUST be playable on Mapeadores’ Zombie Escape server, being able to house 64 players with zombies spawning among the crowd.
- The map should stick to classic escaping, avoiding levels or overly long rounds, bosses or items that tilt gameplay too far away from two teams facing eachother. You can do anything else: randomized stages, have music, lightly use items, build puzzles. The sky’s the limit.
- Submissions will be rated —though no prizes will be given for the Mapathon, or maybe…?— in terms of their gameplay only: innovative features, nonlinear progression and openness, enjoyable unpredictability of the rounds and fun. Ratings will be done by a team of experienced mappers and community members alike, who will NOT take part on the Mapathon.
Mapathon submissions will be accepted for 3 weeks, or up to June 23th, 2017. That weekend, submitted maps will be playtested LIVE on Mapeadores’ Zombie Escape server so you can get real player feedback for the contest. The contest will begin shortly thereafter, and will give you a broader time window to build that map you have in mind.
That is all. If you need some help getting ideas, consider the biggest classics that constitute Zombie Escape’s best oldies. For instance:
- You may explore panic-styled gameplay from ze_ATIX_panic, trying to factor in more run 'n gun elements.
- A multi-objective barricade-and-go escape map such as ze_ATIX_apocalypse could have extra depth by further combining the different escape routes and paths, staging them as in ze_voodoo_island.
- Remember seeing team mates die in Licciana, Sorrento or Alien Mountain because you press the lever to leave and laugh in their faces? Do that, but more, and with fire. And guns. Mostly fire.
- Branch in an out from several spawns and paths like in ze_Death_Star, facing zombies face to face on every meeting point. Multiple ways to progress and get smart as a player escaping the horde, a true show of skill.
- Finally: go back to the very beginning, Zombie Escape’s garden of Eden. After so many iterations, what’s missing from ze_boatescape? Perhaps the water should slowly rise. Perhaps there should be many boats, meeting up in a fortress, Helms Deep style. Perhaps you should just attach aimable lasers to every boat and let the rest take care of itself. That sounds amazeballs, doesn’t it?