________________________________________________________ |Cerberus a continuation of the Achio storyline | | | |Map author information: | | | | Name: Martin "Kouji_San" Borgman | | Location: The Netherlands, Hoogezand | | Msn: kouji_82@hotmail.com | | Email: martin.borgman@gmail.com | |_______________________________________________________ | Game type: Combat Layout: This map will be build with level over level hallways. It will have extremely large external views onto the hull of Cerberus. And will be designed to resemble a ship layout, much like Achio was designed only smaller Map class: Serious Size: Small/Medium Env_gamma: 1.6 Note: This is a combat map based on the storyline of ns_achio. The achio readyroom has been designed to be one of the launchbays on the frigate TSA Cerberus, which is the ship the marines used to get to Achio. Now after finishing their mission on Achio their support ship Cerberus has been invaded by the Kharaa. Instead of getting a well earned rest after their battle against the Kharaa on Achio, the marines now find themselves fighting for their lives. This ship must be defended if the marines want to get home. This is because Achio has been damaged severely and can not move under its own power. The communications array of Achio also has been damaged so Cerberus is the marines their only lifeline with Central Command. Reinforcements might be send in a few weeks if Central Command won't receive confirmation of the mission on Achio within the next few days, so waiting on that will be too long as well. The battle tired marines must retake the ship and once and for all eradicate the Kharaa from this planetary system. Remember to have fun! Cerberus thread and links to the Achio on the forum: Instructions: To install the map into your steam directory, just extract it in your "Steam\SteamApps\your-account\half-life\ns" directory. Have fun \o/ - Kouji San /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ Releaselist: v1b1 (version 1, beta 1): Releasedate, Feb-07-2007 Known issues: - Some minor r_speed issues, might even be ignored for the most part - Some areas might seem claustrophobic for the Onos, heck its a big beast and this ship wasn't designed for Onos - Perhaps the lack of much infestation at the hive location Chart: Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 74/400 4736/25600 (18.5) planes 6849/32768 136980/655360 (20.9) vertexes 11273/65535 135276/786420 (17.2) nodes 6255/32767 150120/786408 (19.1) texinfos 5874/32767 234960/1310680 (17.9) faces 8609/65535 172180/1310700 (13.1) clipnodes 15494/32767 123952/262136 (47.3) leaves 3352/8192 93856/229376 (40.9) marksurfaces 12011/65535 24022/131070 (18.3) surfedges 38861/512000 155444/2048000 ( 7.6) edges 20436/256000 81744/1024000 ( 8.0) texdata [variable] 3744/4194304 ( 0.1) lightdata [variable] 872844/6291456 (13.9) visdata [variable] 189300/2097152 ( 9.0) entdata [variable] 53238/524288 (10.2) 85 textures referenced === Total BSP file data space used: 2432396 bytes === /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\