This is going to be my submission to Gameflood's contest this year.
It's a building on the coast that's being attacked by ships, but the area is frozen in time, and the building is in the middle of collapsing.
The arena is the inside of that small building, with holes in it large enough to see outside, and enough debris in the air to block half of what they throw at you. Plus all of those weird angles make for some interesting ar2 fights.
Check it out and give me ideas and bug reports in the forum topic.
I know people on the interwebs, they will help me. Besides, with the majority of new maps comprising of mostly dev textures, this will be a refreshing change.
Posted by Le Chief on
Thu Jul 26th 2007 at 11:17am
Counter-Strike Source? Are you sure about that move. I'm so over Counter Strike very badly and aren't you afraid that this map might get lost in the massive overflow of ccs maps flowing furiously through the interwebz.
Therein lies the problem, how do you make a map in which time has been stopped that has movable parts?
I've decided to take this map in a different direction, instead of making it for HL2DM, I'm going to move it over to CSS. That way I can focus less on the debris as adding to the gameplay of the map.
The CSS version will be a whole lot bigger, but the theme will stay the same.
Posted by Le Chief on
Sat Jul 21st 2007 at 10:52pm
You have done a good job at the debre and stuff. In picture 3, the falling debre looks very sexy as does the damage taken by the floor in picture 2. But other than the very realistic looking damage in the map, there is no other detail. You are missing what I don't call 'props' but I will this time. Such as pot plants, rubbish, planks of wood, chairs, crates...... . Now these props are not suited to this map but you get the idea of what a prop is, or what I think one is.
I haven't downloaded the map yet, but when I do, I'll report back to base and report on the weapon placement, Sergent!
Also give us an Idea of the theame of the map and what time period the map is set in.
Posted by Yak_Fighter on
Tue Jul 10th 2007 at 6:04am
I must be really missing something, cause all I saw was a square room with a ledge all around the perimeter and no way back up. If this is the case then the idea that this has a 'layout', needs balancing, or is playable is laughable. This map as constituted is worse than your average killbox.
In addition the frozen-in-time bricks cause some hellacious movement issues, and getting stuck happens constantly. Even if you don't get stuck you still have to really guess where and how to progress through them, and this is very slow and not conducive at all to deathmatch. You would probably be better off putting them out of reach of the players (ie higher up on the walls)
The theme is solid and the custom textures and models are good. However, it helps to put them into an actual map...
Well, the map looks good. I love the frozen in time theme; what withal the floating destroyed blocks and such. But this map is just a room? Am I missing an entrance or exit? Players can't get back to the top balcony unless they die and respawn.
The gameplay is pretty null. I don't see having very much fun in this map, even if it looks this nice with all the custom textures and stuff.
I would keep an even amount of spawns for team based games.
The AR2 in the window is inaccessible for some reason. Meaning I can't pick it up for whatever reason.
This map needs a cool effect or something. It needs something that moves. Perhaps look to Indiana Jones for inspiration, especially "The Temple of Doom." You could do a recreation of that room with the spikes, that would be cool!
You should probably keep all the weapons on the bottom floor and keep the ammo up top. That would give an incentive to jump down to the bottom, once you were done collecting all the ammo possible from the top.
Overall the map is fairly nicely made, no problem there; it just lacks any interesting gameplay. Did you plan on adding any more areas?