Return to City 17
=================
This is a release of the first six maps in the Return to City 17 series.
oc_return_c17_01
oc_return_c17_02
oc_return_c17_03
oc_return_c17_04
oc_return_c17_05
oc_return_c17_06a
Story:
The players have recently escaped from City 17 during a pre-Gordon time, with help from the underground railroad. The players wake up in an underground facility, called Green Bay, with little memory of these events. They take some time to recover and start getting to know Green Bay: performing tasks, exploring, etc. But then they are summoned to see Shaftoe, the leader of Green Bay, who informs them that they must now return to city 17, as Dr. Kleiner is in desperate need of support, and they are the only ones who can be spared.
The players make their way along the deteriorating coastline and meet up with a rebel outpost.
At the end of the third map we find out that the reason Dr. Kleiner needs the players is to escort an extremely rare crystal from the outlands that he needs. The players climb aboard a train, and are on their way to City 17.
If you want to read a bit more into the making of Return to City 17, check out stories marked with "Return to City 17" on my blog, or just click here: http://daman-amappersworld.blogspot.com ... 0City%2017 (I like making things easy )
For more information about the series as well as more screenshots, check out the WIP thread. Link: http://www.obsidianconflict.com/forums/ ... php?t=1603 (You may have to change .com to .de in the address bar)
There are 11 maps total in the series, 01-10 with 06a and 6b in the middle. Large scope, lots of stuff to do, and it should be lots of fun.
Currently 01-06a have been released, and 06b-08 are planned to be released soon.
Stay tuned for more updates!
Screenshots:
oc_return_c17_01:
oc_return_c17_02:
oc_return_c17_03:
oc_return_c17_04:
oc_return_c17_05:
oc_return_c17_06a:
Again, for more screenshots, check out the WIP thread.
Acknowledgments:
I'd like to take this space to acknowledge my brother, MeDiEvAl~CoW, for the use of his computer over the summer to create, test, and compile these maps. If it weren't for him, I'd still be overheating/crashing my own computer. I'd also like to thank MeDiEvAl~CoW for the preliminary testing that went into these maps - many a bug was found thanks to his suicidal approach to map testing.
And I'd like to thank the Obsidian Conflict Community, for providing me with excellent feedback regarding my other two maps, for giving enthusiastic responses to my updates (as far-and-few-between as they were), and for always supplying a good laugh.
Another honorable mention here goes to Blues, who tirelessly slaved away at oc_return_c17_01 for weeks on end when I was too lazy to work on it. Thanks Blues!
Credits:
This map series is authored by DaMaN (Da_HL_MaN@yahoo.ca)
Credit to: Blues for fixup of oc_return_c17_01
Prefabs Used: Textures Used:
- + Xeno textures from Half life 1, by Valve (no challenge to status intended, merely using the textures)
+ Lostcoast textures from Half life 2 Lost Coast. This is to avoid having to download lostcoast everytime you want to play the maps.
- + Xen Crystal model by Blues. (I'm sure he'll post a place to get it soon, it's such a nice model )
+ Lostcoast models from Half life 2 Lost Coast. This is to avoid having to download lostcoast everytime you want to play the maps.
- + One of the coastal buildings was based on Valve's designs. I decompiled a few of their maps for inspiration and used Valve's buildings as a layout for one of my own. I am not claiming the design of the building as my own work, as most of the credit for it lies with Valve. (For reference, it's the only three-story building in the maps).
+ I'd also like to give credit to Valve for Black Mesa East, which was the inspiration for Green Bay Underground Complex.
+ All credit goes to Valve for many of the sections in 04 and 05. I'll post later on the difficulties I had with those two maps, but here just know that the maps are done by Valve, and modified / hacked apart by me.
(Disclaimer for asshats: I am not trying to "steal Valve's work". I am not trying to "rip stuff off". I am not trying to "claim that I made it all". I AM trying to create an enjoyable, playable map with a particular storyline. If you have a genuine complaint, post it! If you just want to rag on about how I ripped off Valve's work and used it as my own, see the preceding sentences.)
Download Links:
Not required anymore.
If you are able to provide another mirror, let me know and I'll post the link here as well.
Contained within the rar are six maps:
oc_return_c17_01.bsp
oc_return_c17_02.bsp
oc_return_c17_03.bsp
oc_return_c17_04.bsp
oc_return_c17_05.bsp
oc_return_c17_06a.bsp
These have been pakratted with all the custom textures and models so they should work just fine. Just copy the contents of the maps folder into your "SourceMods/obsidian/maps" directory.
I've also added a customized briefing (also pakratted) for each map, so that people won't be (completely) lost when joining half-way through the story.
NOTE: Blues made a wonderful and lovely easter egg for oc_return_c17_01. Unfortunately, the scenes.image file interfered with another map's scene, so I had to cut Blues' easter egg. Sorry Blues. Blues and I will try to find a way around the ep2 engine's annoyances, and get that scene to you. In the meantime, if you REALLY want to check it out (and yes, you do really want to check it out), you can extract the scenes.image file from oc_return_c17_01.bsp, replace the scenes.image file in your "SourceMods/obsidian/scenes/" folder (SAVE A COPY FIRST!) then run the map. You can then see Blues scene in all its nice glory. Remember to replace scenes.image with your backup once you've seen it, otherwise other maps will get screwed up.
Oh, and we're not actually going to tell you where this scene is. It's an easter egg, so we expect you to find it
Bugs/Errors:
This is by no means a final release - all of these maps are still works in progress, so if you find an error, please post/pm/email me to let me know!
-> This time I remembered to pakrat in all the Lost Coast textures and models, so there shouldn't be any problems there.
Finally, please note that these maps are BIG. They're pushing the edges of Hammer. They will take time to load.
Enjoy!
DaMaN
Da_HL_MaN@yahoo.ca
P.S. I just wanted to put a little aside here: these maps are intended for people to work together. Certain triggers are in place for certain reasons and for certain times. Speed-running it while others are trying to play at a steady pace will cause things to be triggered haphazardly and will RUIN the experience for everyone.
Don't be an asshat -> slow down.