Asseva Quota by KingNic

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Map Info

Map Description

A year on from the Black Mesa incident, and Gordon is working for the sinister G-Man. A second facility, Asseva Quota was established soon after Black Mesa, its aim was to research efficient ways of repelling Xen lifeforms. One scientist was examining a live Headcrab specimen, his aim was to find a way of safely removing a headcrab once implanted on a human host. The scientist was specifically studying a substance which the Headcrab injects into its victim which enables it to control the victims motions. The substance was code-named Violet. When lab rats were injected with Violet, the rats became violant and appeared to be under the control of the headcrab from which Violet was extracted. The Violet was found to evaporate and become gaseous upon contact with Nitrogen, and becomes inert 3 hours after becoming a gas form if it hadn't infected a host. The young scientist was extracting Violet from the Headcrab specimen when a minor earthquake hit the facility. While the facility was not damaged, the earthquake knocked the scientist to the floor and he dropped the canister of Violet. The canister smashed and the Violet evaporated. The Violet was sucked into the facility's ventilation system and spread. The personnel within the facility were infected and became zombie like, under the influence of the Headcrab.

Black Operatives were sent into the facility to attempt to destroy it with a Nuclear Device, however they were unsuccesful and the device did not detonate. Gordon Freeman's objective is to find and re-arm the Nuclear Bomb.

Matters have been complicated. The British and American governments have become increasingly hostile after the Black Mesa incident, the British suspecting the American government of a cover-up, and the American government denying all knowledge. The location of Asseva Quota was leaked to the British government from an unknown source, and a British task force is en-route to Asseva Quota to investigate. Freeman must stop at nothing to complete his objective, and the British soldiers are not likely to be friendly.

Features:
-Puzzling, yet action packed single player episode.
-Complete new set of enemies.
-New weapons including the FN-P90 and SA80.
-Weapons now use clips, not an ammo reserve. You best not reload half-way through a clip.
-Spirit of Half-Life technology implemented.

Discussion

Posted by Junkyard God on Fri Nov 5th 2004 at 8:16pm

Nice map dude, verry nice,

only one thing -not a comment but more of some maybe usefull info-
alot of places with tiles on the walls (metro stations, public toilets etc)
have some curved corners too, i think it might increase the beauty of you already awsome map, maybe you should try it to see how it looks.

anyway, great maps, nice textures, keep it up , it looking good
Posted by KingNic on Thu Apr 22nd 2004 at 1:34pm
[Author]

Couple of new screens. I would post thumbs but my server appears to be non-responsive atm.

http://www.gamesupply.co.uk/kingnic/screens/as_05.jpg

http://www.gamesupply.co.uk/kingnic/screens/as_04.jpg

And an update on:

http://www.gamesupply.co.uk/kingnic/screens/as_03.jpg

On a side note, does anyone have a LARGE water texture? Even if it isn't animated it's good. I've got a HUGE dam here, but I have to scale the water texture up to 7x to even make an impact on the repetitiveness, and the dam looks about 1000 units long. It's actually over 6000 units long.
Posted by $loth on Thu Apr 8th 2004 at 12:12pm

This is a great looking map, you have definatly given a feeling for this map, all the textures fit in well with each other, nice work!
Posted by KingNic on Tue Apr 6th 2004 at 9:48pm
[Author]

Naturally Jeff, as well as a randomly fire feature, especially while whacking a new clip in.

EDIT:: Nice One Jeff, just gave me an idea for one of the levels :biggrin:
Posted by scary_jeff on Tue Apr 6th 2004 at 9:25pm

Looks great so far, and I like the story - who cares if it conflicts with HL2?

Will the SA80 include a 'randomly not work' feature? :smile:
Posted by KingNic on Tue Apr 6th 2004 at 9:19pm
[Author]

TBH I have no idea. A couple of months maybe? I quit my student job a while back and I've been working on this for about 2 weeks, on and off, and have about 10% done I reckon, not including tweaking and the majority of the code.

Just dont expect this thing to be long ok? I'm definately aiming for quality over quantity. To put some perspective on it, SEThorian completed the first level in about 3 minutes, and I'm aiming for about 10 levels altogether.
Posted by Perin on Tue Apr 6th 2004 at 7:38pm

Nice architecture, nice story, nice textures. I especially picture 3 with the spot light effects. Keep it up.
Posted by OtZman on Tue Apr 6th 2004 at 7:31pm

I know this is a stupid question, but how long will it take for you to finish this mod/map? I can't wait to play it :biggrin:
Posted by KingNic on Tue Apr 6th 2004 at 7:01pm
[Author]

Glad to see people like it - tis very motivating :biggrin:

@Tracer Bullet - that was fresh off the compile but I loved that shot as it was :razz: . One of the grates is now swung off and is discarded on the floor, plus the lights are a little sharper. Seems to be much better now anyway. I don't want to change the area much more due to a puzzling puzzle (for half-life's puzzles anyway...) in that room.

@Orpheus. Damn fine screen. Personally I'd have put a trim around the edge of the grate, but it looks pretty dang good as-is.

@ReNo - teh w00tage. Mappers I really look up to are you, Campaign Junkie and KFS. Good to see I please :smile: . Anyways, I do like the texture and I've perhaps used it a bit too much but it's certainly not too frequent.
Posted by Forceflow on Tue Apr 6th 2004 at 10:02am

As said: sharp texturing. Keep it up !