Having read the review of the original Big Drop I decided to modify
this rudimentary gimmick map to avoid its predecessor's mistakes. It
now features game_player_equips that arm the players upon spawn.
It already featured teleporters at the bottom that sent players back to the top for another round of free-fall combat.
The question is -- should I release this map to the public or just keep it to myself?
1
Re: Big Drop 2
Posted by Victor-933 on Mon Mar 6th at 10:59pm 2006

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Posted by Victor-933 on Mon Mar 6th at 10:59pm 2006
Victor-933
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Re: Big Drop 2
Posted by Finger on Mon Mar 6th at 11:52pm 2006
Posted by Finger on Mon Mar 6th at 11:52pm 2006
Uhm.... where's the gameplay in falling? I don't get it. But hey, knowing the taste of the general public, it will probably be the most played map out there, right below Killbox. Maybe there's a way to work this idea into a fully playable map... a section where you can freefall, with some way to get out of it?
Re: Big Drop 2
Posted by Victor-933 on Mon Mar 6th at 11:58pm 2006

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Posted by Victor-933 on Mon Mar 6th at 11:58pm 2006
hmm.. I see your point. At the moment my full attention is devoted to
Toxicity, but eventually I MAY dust this thing off and work on it some
more.. as for now, into the archives with it.
Victor-933
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Re: Big Drop 2
Posted by Addicted to Morphine on Tue Mar 7th at 2:10am 2006
Posted by Addicted to Morphine on Tue Mar 7th at 2:10am 2006
It doesn't seem to me that it fills any particular niche. I
definitely remember playing Nipper's version of this map in
Counter-Strike and wasn't much impressed by the gameplay. Kills
seemed random at best.
If I were you I'd focus on Toxicity and forget about this map.
" SRC="images/smiles/icon_smile.gif">
If I were you I'd focus on Toxicity and forget about this map.
Re: Big Drop 2
Posted by Victor-933 on Tue Mar 7th at 2:38am 2006

Victor-933
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Posted by Victor-933 on Tue Mar 7th at 2:38am 2006
Well this map is more for laughs than anything -- there's nothing quite
like trying to shoot someone while falling at the fastest speed the
engine can handle.. I had a friend recreate it in Doom and it turned
out awesome.
But yeah I'm going to keep this as a strict WTFDM* map.
*WTFDM is a "mod" (I use that term in the loosest possible sense; it's really just models, sounds and settings for OZDM) consisting of models and sounds stolen from all over the place to create the most random DM experience I could think of. the crowbar is your finger, the gibs are concrete chunks, the snarks are Walter heads that make Curly noises, the shotgun unloads all 100 shells in about 2 seconds and the rocket launcher flings singing soldiers
But yeah I'm going to keep this as a strict WTFDM* map.
*WTFDM is a "mod" (I use that term in the loosest possible sense; it's really just models, sounds and settings for OZDM) consisting of models and sounds stolen from all over the place to create the most random DM experience I could think of. the crowbar is your finger, the gibs are concrete chunks, the snarks are Walter heads that make Curly noises, the shotgun unloads all 100 shells in about 2 seconds and the rocket launcher flings singing soldiers
Victor-933
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Re: Big Drop 2
Posted by mazemaster on Tue Mar 7th at 3:08am 2006
Posted by mazemaster on Tue Mar 7th at 3:08am 2006
Cool idea. Inset the lights into the wall so that players dont get stuck on them.
Re: Big Drop 2
Posted by Victor-933 on Tue Mar 7th at 4:11am 2006

Victor-933
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Posted by Victor-933 on Tue Mar 7th at 4:11am 2006
They're actually illusionaries :O
Victor-933
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Re: Big Drop 2
Posted by Jinx on Tue Mar 7th at 11:27am 2006
Posted by Jinx on Tue Mar 7th at 11:27am 2006
You need to look at my map Meatpit. Free-falls are more fun when they end with meat-grinder
" SRC="images/smiles/icon_wink.gif">
Re: Big Drop 2
Posted by Captain P on Tue Mar 7th at 2:28pm 2006

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Posted by Captain P on Tue Mar 7th at 2:28pm 2006
Reminds me of those Serious Sam parts where you were jumping around in a trampoline-room of some kind. The up-and-down going screams of beheaded bombers and those Kleer bones jumping around... crazy...
I think a free-fall only isn't enough to make the map interesting on top of it's uniqueness. Lots of jump-pads, tubes, multiple platforms (that dampen falls and guide the player to other falling tubes or jump platforms)... floating platforms and stuff... perhaps such additions will make it play well too, but a fall only doesn't do it for me.
I think a free-fall only isn't enough to make the map interesting on top of it's uniqueness. Lots of jump-pads, tubes, multiple platforms (that dampen falls and guide the player to other falling tubes or jump platforms)... floating platforms and stuff... perhaps such additions will make it play well too, but a fall only doesn't do it for me.
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Re: Big Drop 2
Posted by Victor-933 on Thu Mar 9th at 11:59pm 2006

Victor-933
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Posted by Victor-933 on Thu Mar 9th at 11:59pm 2006
yeah this is far from being one of my best maps... I just found it fun, and wondered if the community wanted me to share it.
Victor-933
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Re: Big Drop 2
Posted by habboi on Sat Mar 11th at 1:08pm 2006
Posted by habboi on Sat Mar 11th at 1:08pm 2006
Haha someone finally made this map...I had thought of this idea as a fun map i'd never release but just never had the time to make it.
I think i'll make one for HL2 now...Thanks.
Re: Big Drop 2
Posted by Elon Yariv on Sat Mar 11th at 9:29pm 2006
Posted by Elon Yariv on Sat Mar 11th at 9:29pm 2006
The idea is neat - fighting in mid air. I agree with captain P though that only a long fall wont be so nice.
Why not try, instead of the teleport, placing a fan at the bottom and place almost near the end of the pit a trigger_push that will push you up to the top. Well...what do you think? Then you wont only go down but also up!
Why not try, instead of the teleport, placing a fan at the bottom and place almost near the end of the pit a trigger_push that will push you up to the top. Well...what do you think? Then you wont only go down but also up!
Elon Yariv
1
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