Initially, I wanted to port Crossfire to the Source Engine for a Crossfire fan friend. Finally, it became a mix of the original Crossfire : Bunker, arena, etc, with the HL² philosophy : Combine technology, physics gameplay, gorgeous graphics I am not a die-hard multiplayer gamer (I am mostly a singleplayer), but my goal was to iron a map which would give people much fun. I hope I haven't failed.
Half-Life² Deathmatch Map ================================================================ Title : Crossfire:Source Version : 1.0 Release Date : 19/12/2004 Filename : DM_Crossfire_Source.bsp Author : Magic-Sim Email Address : email@example.com Web Page : http://www.3dfxspirit.com Description : Initially, I wanted to port Crossfire to the Source Engine for a Crossfire fan friend. Finally, it became a mix of the original Crossfire : Bunker, arena, etc, with the HL² philosophy : Combine technology, physics gameplay, gorgeous graphics...... I am not a die-hard multiplayer gamer (I am mostly a singleplayer), but my goal was to iron a map which would give people much fun. I hope I haven't failed. Construction time : Merely 4 weeks. Well, more if we count original experimentations with the original Source SDK. Technical notes : Turrets aren't working, sadly. But the bomb is and there's a nifty alarm to signal those going to Boost health & ammo into the bunker or trigger the bomb...... Credits : First, thanks to the original Author at VALVe Software. I also want to thank all the people playtesting it before initial release, and also, XaTriX who asked to put the map on the Hardware.fr server to stress it, and OES <ho brought it to a lan party. Finally, I must thank someone special. I dunno if she'll recognize herself ;) Bug reporters : B-S ; Gandarius ; Inek ; Mancasters ; Master_Jul ; OES ; thibw ; XaTriX ================================================================ --- Play Information --- Game : Half-Life² : DeathMatch Level Name : Crossfire:Source Game Type : 2 to 12 Single Player : nope Deathmatch : yep Other : No Multiplayer : yep New Sounds : nah. New Graphics : Sadly, not. New Props : nope. Known bugs : Blue barrels won't behave normally to gun shots. --- Construction --- Editor(s) used : Hammer 4.0 Base : Original Crossfire. --- Changelog --- RC3 : Bottles are now respawnable in old hivehand room. Geiger-Müller counter sound added in the torture chamber. Mis-aligned fence corrected over crates pile near damaged lift. Clip-brush added to clear the main bunker door of physics ojects while closing. Prop_dynamic gas_tank changed to laundry cart because of invisible base. Disabled entrance alarm for the period of strike alarm to avoid double sirens. Added sound to strike button. Moved bottles a little in old hivehand room. Modified visibility distances for bottles and boxes in old hivehand room. RC2 : Put clip brushes ceiling more towards the top of the map. Fixed the bug allowing players to go through the clip brushes. Nodraw textures fixed on left-top-side of the right bunker window. Fixed a floor texture under the lift in front of the bunker. All sinks are now breakable for more consistency. Railings have now player clip brushes to avoid stucking, while letting bullets go through. Collision for tunnel pipes changed from VPhysics to Bounding box to avoid getting caught by a pipe. Tree position altered to avoid the irruption of a root near the sinks. Hammer and APC wreck positions altered to avoid floating over the floor. Fixed elevators. You won't need to press two times the button to trigger the lifts. Tweaked the elevator bug to simulate a badly working elevator on the far left corner of the map (from bunker view). Added sparks and smokes to the damaged elevator call button. Fixed some wall mounted lights rendering strangely. Slightly delayed env_hurt trigger by the bomb to enable earing of mortar sound. RC1 : Changed light strength for Thumper. Corrected the black square bug near torture chair & hev charger. Corrected the placement of the ladder_dismount for the top end of the left bunker ladder. Moved a bit back the func_button of the lifts, they were blocking some players, thus, killing them...... Moved a bit the rocks on the arena ledge near the 357 Magnum. Added Playerclip brush to the crossbow electric wire holder to prevent stucking. Suppressed respawn counter for crates, sinks and toilets to avoid their infinite multiplication. Adjusted the number of exploding barrels from 18 to 19 to max value in the respawn counter, No more doubling of barrels should occur. Added clip brushes to avoid the loss of projectiles (scannes, radiators, etc). Adjusted position of computer consoles in the bunker to avoid float. Added wind to wires. Improved bunker alarm volume. Added Nuke sequence (button, sounds, gfx effects, hurt and doors). RC0 : Initial Release. Installation ------------ Unrar the file DM_Crossfire_Source.bsp into your x:\..\Valve\Steam\Steamapps\yourlogin\Half-Life 2 Deathmatch\hl2mp\maps directory. Well........ Start the Engine. Copyright / Permissions ----------------------- This level is copyrighted by Simon Thorel, 2004. Authors may NOT use this level as a base to build additional levels. You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! You MAY distribute this BSP through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact. ---------------------- 2004 Valve Corporation. All rights reserved. Valve, the Valve logo, Half-Life, the Half-Life logo, the Lambda logo, Steam, the Steam logo, Team Fortress, the Team Fortress logo, Opposing Force, Day of Defeat, the Day of Defeat logo, Counter-Strike, the Counter-Strike logo, Source, the Source logo, Valve Source and Counter-Strike: Condition Zero are trademarks and/or registered trademarks of Valve Corporation.
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