The long awaited episodic sequel to Jump Jam is here.
Have you ever thought that jump jam was too easy? I mean you can create unlimited numbers of brushes and optimise your map so it compiles on time. Do you wish that the puzzle solving survival horror strategy genre could be possible in hammer. Well ponder no more, it time for carve jam.
Enter the CarveThe challenge is simple using the prefab provided to create a somewhat functional jump, or if you are a true disciple of carve; multiple jumps.
HOWEVER, the following rules apply:
- You cannot create any new brushes/blocks
- You cannot copy/paste any existing block
- Every 'new' brush is created through the use of the sacred carve tool
- Displacements are for the weak, shun those who use them
- Clipping tool is an inferior carve tool and is impure
- Resizing the existing giant starting block and the primitive shapes (in orange) is allowed
- The stock primitive shapes can not be used in the final map for anything
- The vertex tool is an abomination, let the blocks roam free of the grid
FAQ:
Q: But what about teleports/regen can I make blocks for them?
A: NO, carve them from the sacred block
Q: Your provided torus is not un-optimised enough, can I create another primitive from the basic shape generation tool in hammer?
A: Yes. Provided it is used solely for carving (i just quickly made a few to cover what you might need, carve can provide the rest)
Q: What if I just cover my carved out cube in props to make a jump instead like jump_broccoli?
A: You are weak and shall be disqualified (props for decoration only if you choose to)
Prefabhttps://www.dropbox.com/s/g5ss1yyjjeg674r/carve_jam.vmf?dl=0Comes with giant block from which you shall carve (blue) and a random assortment of primitive shapes (orange)
How to participateThis wont have any set time as it really requires streaming of some kind to show you aren't a dirty non-carver.
Style points are awarded the use of more complex carve shapes (such as torus/sphere etc)
May your carves never crash hammer and may your cpu's not melt.