BOOWY
10 Mar 2009, 10:51pm
DISCLAIMER:
I don't know if this will ever be finished. Knowing me I'll lose interest during development time. I have spent probably over 100 hours in Hammer and have not released a single map. It won't be done anytime soon, I'm being bombed with schoolwork for the next two months. Just saying... if anyone wants to pick this up in it's WIP state if I decide to stop working on it, they're more than welcomed to.
DESCRIPTION:
This is an "obstacle course" style map, but focuses less on obstacles and more on actually making it to the end first, so it's a pseudo-race/obstacle kind of map. You'll jump across building rooftops, climb up outdoor emergency staircases, jump onto ladders, climb up boxes and ledges that are seemingly too high, run along walls and other vertical surfaces, be swept away by a violent sewer current, among other feats of agility and precision to make it to your goal, the top of the tallest building loaded with sniper rifles and a... ahem... "security" button that happens to wipe out everyone that's not on that final rooftop.
I had Mirror's Edge in mind when I started this. Paul play tested a map that was called mg_mirrorsedge or some shit like that one day and it sounded cool, but it was a steaming pile of dump. It was easy, it was no fun, and it was ugly. The creator couldn't even be bothered using building textures for the buildings. So I'm attempting to create something that's a little closer to the experience. I'm not creating very much freedom, you'll have a specific path to take from start to finish, so you'll have none of the trial/error frustration found in Mirror's Edge. On top of this, I'm not going to make it totally realistic. You'll be able to do things that are impossible in reality like jump really long distances where required and a little bit of surfing. Your path will be marked by common sense and red lines indicating where you need to go. These red lines are particularly useful for the wackier things I'm putting into the map, like wall running to mark where you can run or marking where you can climb.
Mechanically it works like this. Two teams of 10 each rush to be the first ones to the finish(the tallest rooftop). Up there are sniper rifles that you can use to pick off the other team and knives. If the other team has decent people on it, you run the risk of being caught by the other team if you choose to snipe on the rooftop, either being knifed or sniped yourself. There will be a "nuke" button that just kills everyone off if by chance you have an AFK or someone that tries to hold up the round by hiding the whole time. Hopefully there is a way to enable infinite respawn times with members on both teams, just so people can still play if they die(I've yet to see this done on a map using both teams instead of just one, I don't know if this is a server setting that can be switched on or if CSS will not allow it period). If worse comes to worse I'll place a bunch of back-to-start teleporters to prevent from being smushed by a bad landing, though I can't place them everywhere you can potentially die.
If enough people get good at the map, it will be less about taking your time surviving and making it to the end and more about trying to finish it as fast as you can to secure the rifles.
I'm trying to make it look like a decent map as well, like not a complete eyesore. It's the difference between backalley and ch_run where backalley actually has buildings and shit versus one texture blocks of random crap in ch_run.
Screenshots of what's done so far with little explanations(chronological order from the beginning of what's completed to the end of what's completed):
http://img25.imageshack.us/img25/3119/29743341.th.jpg (http://img25.imageshack.us/my.php?image=29743341.jpg)
http://img17.imageshack.us/img17/9278/80601710.th.jpg (http://img17.imageshack.us/my.php?image=80601710.jpg)
http://img25.imageshack.us/img25/7661/45156244.th.jpg (http://img25.imageshack.us/my.php?image=45156244.jpg)
http://img21.imageshack.us/img21/3863/24727245.th.jpg (http://img21.imageshack.us/my.php?image=24727245.jpg)
http://img19.imageshack.us/img19/2549/39701514.th.jpg (http://img19.imageshack.us/my.php?image=39701514.jpg)
http://img17.imageshack.us/img17/4501/93451733.th.jpg (http://img17.imageshack.us/my.php?image=93451733.jpg)
http://img7.imageshack.us/img7/4849/51314996.th.jpg (http://img7.imageshack.us/my.php?image=51314996.jpg)
The next planned area from where I left off on the screenshots(the leap of faith to the last beam), you'll jump off and go through an open manhole into the sewer section where the bridge happens to be out(as if you'd survive that big of a fall onto a bridge anyway right?) and you'll land in a rushing sewer current where you'll have to duck to avoid slamming into fencing at the end of the descent with the current to fall off the ledge and into a pool of sewer water in a large room. From there you'll take a ladder up and onto solid ground again to more unplanned areas.
I don't know if this will ever be finished. Knowing me I'll lose interest during development time. I have spent probably over 100 hours in Hammer and have not released a single map. It won't be done anytime soon, I'm being bombed with schoolwork for the next two months. Just saying... if anyone wants to pick this up in it's WIP state if I decide to stop working on it, they're more than welcomed to.
DESCRIPTION:
This is an "obstacle course" style map, but focuses less on obstacles and more on actually making it to the end first, so it's a pseudo-race/obstacle kind of map. You'll jump across building rooftops, climb up outdoor emergency staircases, jump onto ladders, climb up boxes and ledges that are seemingly too high, run along walls and other vertical surfaces, be swept away by a violent sewer current, among other feats of agility and precision to make it to your goal, the top of the tallest building loaded with sniper rifles and a... ahem... "security" button that happens to wipe out everyone that's not on that final rooftop.
I had Mirror's Edge in mind when I started this. Paul play tested a map that was called mg_mirrorsedge or some shit like that one day and it sounded cool, but it was a steaming pile of dump. It was easy, it was no fun, and it was ugly. The creator couldn't even be bothered using building textures for the buildings. So I'm attempting to create something that's a little closer to the experience. I'm not creating very much freedom, you'll have a specific path to take from start to finish, so you'll have none of the trial/error frustration found in Mirror's Edge. On top of this, I'm not going to make it totally realistic. You'll be able to do things that are impossible in reality like jump really long distances where required and a little bit of surfing. Your path will be marked by common sense and red lines indicating where you need to go. These red lines are particularly useful for the wackier things I'm putting into the map, like wall running to mark where you can run or marking where you can climb.
Mechanically it works like this. Two teams of 10 each rush to be the first ones to the finish(the tallest rooftop). Up there are sniper rifles that you can use to pick off the other team and knives. If the other team has decent people on it, you run the risk of being caught by the other team if you choose to snipe on the rooftop, either being knifed or sniped yourself. There will be a "nuke" button that just kills everyone off if by chance you have an AFK or someone that tries to hold up the round by hiding the whole time. Hopefully there is a way to enable infinite respawn times with members on both teams, just so people can still play if they die(I've yet to see this done on a map using both teams instead of just one, I don't know if this is a server setting that can be switched on or if CSS will not allow it period). If worse comes to worse I'll place a bunch of back-to-start teleporters to prevent from being smushed by a bad landing, though I can't place them everywhere you can potentially die.
If enough people get good at the map, it will be less about taking your time surviving and making it to the end and more about trying to finish it as fast as you can to secure the rifles.
I'm trying to make it look like a decent map as well, like not a complete eyesore. It's the difference between backalley and ch_run where backalley actually has buildings and shit versus one texture blocks of random crap in ch_run.
Screenshots of what's done so far with little explanations(chronological order from the beginning of what's completed to the end of what's completed):
http://img25.imageshack.us/img25/3119/29743341.th.jpg (http://img25.imageshack.us/my.php?image=29743341.jpg)
http://img17.imageshack.us/img17/9278/80601710.th.jpg (http://img17.imageshack.us/my.php?image=80601710.jpg)
http://img25.imageshack.us/img25/7661/45156244.th.jpg (http://img25.imageshack.us/my.php?image=45156244.jpg)
http://img21.imageshack.us/img21/3863/24727245.th.jpg (http://img21.imageshack.us/my.php?image=24727245.jpg)
http://img19.imageshack.us/img19/2549/39701514.th.jpg (http://img19.imageshack.us/my.php?image=39701514.jpg)
http://img17.imageshack.us/img17/4501/93451733.th.jpg (http://img17.imageshack.us/my.php?image=93451733.jpg)
http://img7.imageshack.us/img7/4849/51314996.th.jpg (http://img7.imageshack.us/my.php?image=51314996.jpg)
The next planned area from where I left off on the screenshots(the leap of faith to the last beam), you'll jump off and go through an open manhole into the sewer section where the bridge happens to be out(as if you'd survive that big of a fall onto a bridge anyway right?) and you'll land in a rushing sewer current where you'll have to duck to avoid slamming into fencing at the end of the descent with the current to fall off the ledge and into a pool of sewer water in a large room. From there you'll take a ladder up and onto solid ground again to more unplanned areas.