MeatROme | 2006-06-15 12:07
Big Bad Base [modified : 20061229]
6
points ]
 (1 vote)
Beelzebub's Building Blocks

Start the map with
/skill 10;sp bbb
from inside the game.

This is an SP map that started off with a concept of "low tech & high yield",
going for an intense fighting scenario without having to worry too much about
"believability" or "eyecandy", well, this changed - to a degree - over time.

In the end I've now spent quite some time on fine-tuning some of the aspects of this map,
there has been positive feedback that kept me spending time on it.

I guess the map is now complete in a geometric sense.
Maybe some final decor and even monsters and ammo could still make sense;
I'm keeping to the tried and true for now!

Let me know what you think of the monster placement, the end-of-level effect and anything else that you care to comment on.

HISTORY : EDIT

  • removed the forcing of skill 10 from the CFG - but play at less only if you're a wimp :-P
  • added a couple of doors to keep the slith from teleporting & jumping to their deaths.
  • modified the the end-of-level trigger to give less redundancy but still "catch you" every time ;-)
  • included an "alternative_bbb.cfg" that does away with the toggleconsole @end-of-level
  • reworked the cfg. happy now? ;-)
  • finished off the map with a worthy showdown fighting scene
  • you could call it Fear Tactics - always leaving a "witness" behind, that can tell his mates ...
    hope you enjoy the joke :o)
    I dare you to tell me you managed to snipe my witness ... :-)
  • some tuning of monster angles to hopefully keep them coming in waves 8-)
  • 20061229 : updated CFG to comply better with latest release (gui edition), also added a mapshot
bbb.zip (479.77 KB)
6
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 (1 vote)
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