Archive for November, 2008
The SDK for Left 4 Dead isn’t yet released but i allready fear the flood of orange maps shortly after the release. That inspired me to this little campaign poster
This is a map i started a while ago. It’s an attack/defend map with one stage. The objective of the attacking team is to capture all control points in a given order. there will be 4-5 CPs in this map. The RED team has to defend the fortress. Every captured point opens a new path into the fortress. the first CP lowers the bridge, the second CP opens the main gate, the third CP opens an entry in the water ditch and so on.
The map is in a very early stage and only rough blocked out.
Unfortunately i embedded a wrong file in the bsp. so there is a little graphic glitch at the beginning of the map in the map information screen. It’s annoying but nothing that affects gameplay. so i’m not releasing a new version only to fix this bug.
sry for releasing this version shortly after the last release, but i had the time to implement some balance suggestions and to add more detail to the map. you can get it here in the maps section.
it should now be much easier to capture the second point of the first stage. also changed and fixed some other stuff.
the final point now also got a special theme to it:
the buildings around the last cap are used as a military spy base by RED.
there also is a large laser cannon that fires at another distant RED base when the last point is captured. so that is actually the reason why BLU wants to get the control over this map .
I released a new version of my map cp_boulder. you can download it here.
made some changes to stage 1 so defending gets a bit harder.
reworked some routes at stage 3 and totally cut some routes.
maybe i’m adding a forward spawn for blue at stage 3 in the future.
i also fixed some bugs and exploits and tweaked some capture times.
Another Artwork inspired by Left 4 Dead. A really bloody Zombie:
klick to enlarge it