A downloadable game

Preview

Title: The 128x128x128 Restricted Area Mapping Jam 2022
Attendees: Dreamy Cecil, Maska322
Number of Levels: 2
Date of Release: 23rd August 2022
Latest Update: V1.2 (27th August 2022)
Mapping Period: 3rd July 2022 - 20th August 2022

Theme

For this jam, we want YOU, mappers, to show you creativity within a 128x128x128 area. It can be smaller, but not larger! Making a good map is quite a feat, but how about making a good map inside such a small space, and yet, leave the player impressed after finishing it? Furthermore - how can you make player stay interested in this map for more than 10-15 minutes, without turning it into a big arena? That's what this jam is about - proper usage of space, and mind-breaking ideas of artificial expansion. Be creative, don’t be afraid to try new things. Make something that nobody has EVER done before!


A deadly long range artillery is under Mental's hands. It can sustain itself by producing electricity and artillery ammunition. 

Get inside this impressive machinery! Your goal is to cripple the main weapon of this machine - its artillery at the top. 

You have to reach the factory that produces shells used in that weapon and find a way to stop the production. 

Right now, you have the element of surprise. The first floor should be no problem for you, but once enemies recognise you are on board, things will get nasty. Good luck!

CREDITS

Level Design: Maska322
Textures: Maska322, Croteam, Textures.com, Xavier (Warped mod)
Models: Croteam
Sounds: Croteam 
Music: Croteam, Borderlands 2

Maska322's itch.io pagehttps://maska322.itch.io/



Licences : All custom content made by Maska322 besides what is specified in the readme. Do not modify the custom content and the map without author's permission. Do not use the custom content and the map in your projects without author's permission.


Good evening, beheadies and gentlekleers, and welcome to Run For Life tournament! It's the second day of our show and... is it hot in here or it's just me? That's right, this time we're on Planet Kleer! And I've heard rumours that Earthlings are particularly sensitive to heat. 

But it is no ordinary Earthling. If you've missed the last episode, we've got none other than self-proclaimed "savior of the humanity" - Sam "Serious" Stone! The show is about to begin, so take it away, George!

CREDITS

Level Design: Dreamy Cecil
Textures: Dreamy Cecil, Xavier (Warped  3.0 mod)
Models: Dreamy Cecil, Croteam
Sounds: Croteam  (SS:TFE, SS2, SS3), Valve (TF2)
Music: Croteam (SS4), Konami (Metal Gear Rising: Revengeance)

Dreamy Cecil's itch.io pagehttps://dreamycecil.itch.io/

Every other asset has been made by Dreamy Cecil and they're partially based on assets from Serious Sam: The First Encounter & The Second Encounter games

StatusReleased
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorsRakanishu, Dreamy Cecil, Maska322

Download

Download
Mapping Jam 4 - Version 1.2
External

Install instructions

Download 4th Mapping Jam (V1.1) - The 128x128x128 Mapping Jam 2022.zip and put the .gro files in your main Serious Sam: The Second Encounter directory (e.g : D:\Program Files (x86)\Steam\steamapps\common\Serious Sam Classic The Second Encounter)

Development log

Comments

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V1.2 changes:

Rust and Dust:
- added auto saves and co-op support
- added extra enemies on harder difficulties and co-op
- less ammo on serious difficulty
- increased music volume
- increased estimated playtime
- adjusted the giant walker and added more background details
- new cutscene on level start
- added barriers in the final area to prevent enemies from escaping
- new level thumbnail, some NETRICSA images are also updated

Run for Life:
- No changes

Please test your maps in multiplayer.

(1 edit)

Any issue? If yes please report any problem.

The first map was incredibly laggy, especially when looking up and down. And while I fiddled with settings to somewhat alleviate terrible framerates, I noticed that certain doors lock and not allow you to join the encounter in progress, until players there are done.

Environments and encounters looked pretty cool though.

Second map had no issues, besides moving platform jank, but that's implicit to the engine afaik.

(+1)

For this exact location, there should be a portal down the elevator that lets you access the area during the fight.

I will probably update the map for more coop support and issue fixes. The performance issues will stay, because either it will take too much time to optimise and because I am lazy.

What machine do you have?

V1.1 changes:

Run for Life changes:
- Added triggers on every PlayerMarker to allow skipping through level using cht_iGoToMarker for debug purposes.
- Removed (MP Demo) from the level name to remove confusion and shorten the name.
- Introduced baby mode:
- Firecrackers on the platform on the bottom stage respawn after 15 seconds instead of 5.
- Zorg Commander on the platform on the bottom stage respawns after 10 seconds instead of 5.
- Changed pre-boss armor from +100 to +200 and enabled it on all difficulties.
- Made pre-boss health heal to maximum HP (+200 instead of +50).
- Added +50 health after the Zorg boss.
- Lowered respawn time of health on the final stage from 40 seconds to 20.
- Lowered respawn time of armor on the final stage from 30 seconds to 20.
- Lowered respawn time of ammo on the final stage from 20 seconds to 10.
- Removed Harpies with Kamikazes on the final stage on Serious difficulty. 

Tell us what you think about the map!