+---------------------------------------------------------------+ | DM_SUPPRESSION | | BY VICTOR-933 | | | | TWHL COMPETITION 34 "HALF-LIFE REIMAGINED" ENTRY | | | +---------------------------------------------------------------+ | SUMMARY: | | | | Early morning, two days after a "routine experiment" tore | | asunder the very fabric of our reality. Since the Incident, | | military units from the USMC Hazardous Environment Combat | | Unit (HECU) have arrived at the Black Mesa Research Facility | | in force. Many of the BMRF employees who had survived the | | chaos immediately following the Resonance Cascade surged | | topside, expecting safety but finding themselves staring down | | gun barrels. It seems the government, for whatever reason, | | wants to ensure there are no survivors at Black Mesa, and the | | highly trained troops of the HECU are efficiently, although | | begrudgingly, carrying out their orders. Of particular | | interest is a young MIT graduate working in Sector C -- the | | so-called "Ground Zero" of the Resonance Cascade. In the face | | of mounting resistance, both human and alien, HECU forces | | have called in the big guns, establishing tactical | | strongpoints with armor support at strategic locations like | | the main entrance to the Lambda Complex. Supposedly this | | "Gordon Freeman" intends to reach the Lambda Complex, and the | | HECU plans to eliminate this thorn in their side once and for | | all... | | | +---------------------------------------------------------------+ | INSTRUCTIONS: | | | | Place BSP file in half-life/valve/maps | | | +---------------------------------------------------------------+ | DEV NOTES: | | | | Peak R_Speeds are around 1250. This map uses stock assets. | | | | This map was built over the course of about a week for the | | GoldSrc engine (Half-Life 1 Deathmatch). A DM reimagining of | | C2A5B (the first tank battle in Surface Tension), this is | | actually my second attempt at this map -- the first one had a | | bad layout and was causing too many problems with efficient | | VIS calculations during compile (it ran for six hours before | | I decided "to hell with this"...) This new iteration ran | | great, though; full compile took less than ten minutes. | | | | Normally I don't plan anything at all with my maps; they just | | -happen-. This is probably the closest I've ever gotten to | | working from a preexisting plan. Seems to have turned out OK. | | | | Went pretty crazy with details for some reason... maybe I got | | into the spirit of competition? *shrug* yay for excessive and | | pointless details though (like the usable and breakable water | | dispenser and fully-modeled vehicle interiors...) | | | +---------------------------------------------------------------+ | Find more of my stuff on Gamebanana! | | http://www.gamebanana.com/members/213517 | | | | Check out TWHL for mapping tutorials and goodies! | | http://www.twhl.info/ | | | +---------------------------------------------------------------+