Big Drop 2 by Victor-933

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Map Info

Map Description

An unofficial sequel to the original Big Drop, the idea for this map was spawned by a friend who saw Big Drop and started commenting on how he wished the map had this or that feature.

Like the original Big Drop, the premise is simple -- start at the top and fight during freefall. That's where the similarities end. Big Drop 2 has game_player_equips so cheating is not needed, a few rudimentary effects, and most importantly, teleporters at the bottom that send the players back up to the top, in effect creating infinite freefall.

Discussion

Posted by Elon Yariv on Sat Mar 11th 2006 at 9:29pm

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!
Posted by habboi on Sat Mar 11th 2006 at 1:08pm

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.
Posted by Victor-933 on Thu Mar 9th 2006 at 11:59pm
[Author]

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.
Posted by MJ on Thu Mar 9th 2006 at 8:09am

its a... hole!
Posted by Captain P on Tue Mar 7th 2006 at 2:28pm

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.
Posted by Jinx on Tue Mar 7th 2006 at 11:27am

You need to look at my map Meatpit. Free-falls are more fun when they end with meat-grinder :wink:
Posted by Victor-933 on Tue Mar 7th 2006 at 4:11am
[Author]

They're actually illusionaries :O
Posted by mazemaster on Tue Mar 7th 2006 at 3:08am

Cool idea. Inset the lights into the wall so that players dont get stuck on them.
Posted by Victor-933 on Tue Mar 7th 2006 at 2:38am
[Author]

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
Posted by Addicted to Morphine on Tue Mar 7th 2006 at 2:10am

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. :smile: