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Op4 Depot

OP4 Deathmatch map good in non-team play, excellent in team...

Op4 Depot

OP4 Deathmatch map good in non-team play, excellent in team play.

* * * Map Info * * *

Title : Op4 Depot

Included files : op4_depot_rm.bsp

op4_depot_rm.txt

Author : Darren "Rocketman" Beyer

[email protected]

http://www.rocketman.org

Credits : The Op4 Black Ops truck in the crane room is by Rize, most everything

else was modeled by yours truly or came as part of the WC set.

Single Player : No

Cooperative Player : No

Deathmatch Player : Yes - good non-team deathmatch map - excellent in teamplay

* * * Compile Info * * *

Editor : WorldCraft 3.3

Compile Machine : NT Dual Pentium 3 667 with 256 megs RAM

Compile time : 10 minutes

Build time : About 3 weeks for rev 1, multiple months in revisions from play testing

Play testing : About 4 months, easily 100 matches in both team and non-team play, number

of players ranged from 2 to 12, typically around 6-8.

* * * More Info * * *

Depot was developed primarily as a deathmatch team map, though it works

quite well as a non-team map too. The map was designed around making a

balanced level with a substantial amount of firepower available to the

players. Every spawn point has at least a decent weapon close by.

This represents my first attempt at building a level and thus there are

some limited annoyances. First is that in certain locations the polygon

count can get a little high. For the most part they tend to stay below 600,

but in a couple specific locations climb to around 700. This is not catostrophic

considering the ever increasing capabilities of today's hardware, though it

is worth mentioning. Second is that this is not a particularly "pretty"

level to play in, meaning that I did not spend tremendous time on

texturing. This is not to say there are texture errors, or that it looks

bad, but rather that most areas are optimized for playability and not

for looks and thus can be a bit plain. There are not glaring texture errors,

in fact I went through some great pains after about rev 496 to make sure that

all the textures line up and that it looks at least decent. The one exception

to the "plainness" of the level is the "crane room" which I am quite happy with.

The overhead crane in this room looks pretty close to the real thing.

This level has been thoroughly play tested in both team and non-team

deathmatches and has become a favorite of our local group. I hope you will

enjoy it as much as we do.

* * * About the Designer * * *

As of the publishing of this level, I work for the Internet development department

of a company in Orlando, Florida. One of the best things about the job is firing up

a lan game of Half-Life or Op4 a few nights a week after normal business hours.

Since we live at work anyway, it tends to be a nice break. Prior to my life as

a "web guy" I worked for NASA at Kennedy Space Center in Florida as a mechanical

engineer on Space Shuttle science experiments. If you've ever seen those guys in

the white suits climbing into the shuttle before launch and on the runway after

landing, chances are one of em was me or someone I worked with.

I tend to like a wide variety of computer games, but my favorites (by far) are

Half-Life (and related) and Air Warrior.

I was born in the 60s (I'll leave it at that) and grew up near Washington DC.

I graduated from VA Tech (Go Hokies!) as an Aerospace Engineer in 1989.

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