Half-Life deathmatch map with balanced Xen and lab zones, 4–8 players, jump pads, mirrored weapons for teamplay
Half-Life deathmatch map with balanced Xen and lab zones, 4–8 players, jump pads, mirrored weapons for teamplay
Vote: (12 votes)
Created: 2002-06-17
MD5: e3dda97880a94bc881b1e50e72b82052
Size: 645 KB
Vote
(12 votes)
Created
2002-06-17
MD5
e3dda97880a94bc881b1e50e72b82052
Size
645 KB
Recommended Players: 4-8 | Half Xen, half laboratory.
=====================================
Title: Fuse
Filename: fuse.bsp
Author: Jim Spath (Agamemnon)
Email: [email protected]
Homepage: www.bates.edu/~jspath
Other Levels: Cubes
-------------------------------
Single Player: Just to explore
Deathmatch: I guess...
Teamplay: Yep. Two Teams (G-Man and Scientist)
Players: 4-8 (8 Starts)
Info: There are two sections to the level, a xen area and a lab area.
Each side contains four starts which are mastered using a game
entity. This means that one team will always start on one side.
Each side has the same weapons and ammo.
The xen arches are insipired by that amazing scene in HL where the
g-man shows you different areas of xen.
The xen area's health is located in a small pool and rechargers(4)
are all located in a crystal atop the xen arch. The weapons are
located in each "node". To access the top of the arch from the
bottom, simply go to the nodes without teleporters and there will be
jump pad texture. Jump at this point and you will be pushed onto
the top. Be careful not to be moving when you jump, or you might not
be pushed back on.
The one thing I wanted to accomplish with this level, but failed to,
was to master each sides health, rechargers, ammo, and weapons. When a
scientist went to the xen side, he would not be able to pick up any ammo
or health. I don't even think that this is possible without using a
door as they do in TFC, but it sure would be cool. ;P
*Construction*
Base: From Scratch
Editor Used: WorldCraft 2.1
Compile Machine: PentiumII, 450MHz, 96MB RAM
Construction time: Week or two, on and off.
New textures: No
CD track: No
Known Errors: None that really effect gameplay. Some invisible walls
in the xen area due to QCSG being buggy.
-------------------------------
Credits:
Valve Software Half-Life
Department of Engineering http://halflife.lowlife.com/
WTF!?
Copyright 1999 Jim Spath
Authors may use this level as a base to build additional levels, as long as
proper credit is given.
Feel free to distribute this level, but ONLY if you INCLUDE THIS FILE WITH
NO MODIFICATIONS!! If you don't co-operate, then DON'T DISTRIBUTE
IT IN ANY FORM!! Just keep the two files together, okay?
This map may be distributed ONLY over the Internet and/or BBS systems.
DO NOT put this map on any CD or sell it in any form without my consent!
Thanks for playing.