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>> No.9586649 [View]
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9586649

>>9585502
Here's what I got as a rough draft for the rules and general mapping tips.
A Serious Case of /vr/ Rules:
>Map must be made for Serious Sam The Second Encounter 1.07 version (this is the most up to date retail version you get from Steam/GOG)
>Usage of custom textures, sounds, and music is approved and encourged
>Usage of custom entities or other mods is NOT allowed. Outside of textures, sounds, and music your map should be 100% vanilla with 1.07
>Map must be beatable (duh)
>Map must have proper co-op support
>Do not make edits of existing maps
>Project host has the final say and can deny your entry if it is not up to /vr/ standards (please put some effort into your map)

Tips:
>Trigger a checkpoint whenever a new weapon is picked up to ensure everyone spawns with an "up-to-date" arsenal
>Make co-op portals for arenas that get closed off (and one-way doors for any closed off rooms/secrets so players don't get trapped)
>Aim to balance your map around Serious difficulty first, but don't be afraid to make support for other difficulties afterwards
>Also keep co-op in mind when balancing encounters
>"Hot Starts" are not that common in Serious Sam, try making a "lobby" room for players to jump around in without risk of triggering anything (useful for co-op)
>A good fight is more enjoyable than a good looking room, don't stress yourself out over brushwork
>Use the official maps as references (I won't berate you for coping models, texture work, etc. from official maps) (You can have multiple maps opened at once and switch between them in the editor)
>Get creative with secrets!

Any other important rules I might be missing for a mapping project?

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