User profile

hlife_hotdog

member
Registered:
Sat Mar 19th 2005
Website:
http://http://www.geocities.com/hlife_hotdog
Last seen:
Mon Oct 26th 2009
Location:
Oz
Occupation:
Student
Logins:
1
Snarkmarks:
52
Forum posts:
16
Profile views:
331

Maps

0
Mission: After months of terrorising the city, a police combat team is being sent to infiltrate and eliminate the infamous 'Neon Club'. They have been tracked to an industrial area on the south side of the city and the Team has been inserted in an open sewerage pit that stands as one of the major entry points into the club's underground lair. The Team must secure the area by eliminating any club members in the area but must be wary of the club's signiture, neon lights are scattered around the entire area and are setup as a constant barrier and provide light to shadowed areas to reduce the ability to hide.

Map: Okay, first up, YES, it is a dreaded fy map, i know how much some people hate them but i took something easy to be my first Counter-Strike Source map, in fact, this is only the third Source map I have ever made! Also, I wanted to use alot of physics data and that I have. It's a really simple map, a ring outer area with a smaller ring inside with four entry points to get in but each way is blocked with a curtain of hanging neon lights. You can push through these but it will slow you down and obviously the swinging lights will give away that someone went through them. They are also good bullet deflectors. There is also a ladder on each compass direction on the outer ring that grants access to the higher level which ONLY looks over the inner ring but the joining catwalks are open to both sides. I designed the map to offer different play areas all contained in one. The outer ring is narrow but has supports, alcoves and alot of pipes providing cover. The inner ring has less cover but the protruding supports allow for excellent hiding places as long as someone doesn't come from behind or sees you from above. The higher level only allows the advantage over the inner ring and the other higher areas as the central structure does not go as high as the rest. The safest area is the outer ring but the downside is that the combat is heavier here. Nav file is included, bots like to use the higher level and the outer ring but very rarely go into the inner ring because they can't navigate through the curtains.

This is just the beginning, if people like the concept then I may make a proper DE or CS version...enjoy!!!
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This is the second level in my Mesa Collection. This level is based on the chapter called "We Got Hostiles" where Gordon first meets the military. There are three levels to this map. You can fight among the storage crates or traverse the catwalks. I have also included the ventilation system for snipers to hide in with regular openings in every room.

Check out my other maps at www.geocities.com/hlife_hotdog
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DM Tundra

Opposing Force Deathmatch

4 Players Recommended
0 Trap
2 Secrets
This level came from an Unreal deathmatch design. I have used a bunch of new textures from Kingpin to make the buildings look old and real. The level is dominated by a small courtyard that sits next to a three level tower and a small house with a back passage. There is also an ice cave around behind the tower. A special bonus item called the super health-pack is hidden somewhere in the map, this item will instantly boost your health to full, but will not respawn for while.

Check out my other maps at www.geocities.com/hlife_hotdog

This map is for Opposing Force Deathmatch and I recommend no more than 4 players.