Title : 5 Red Dots Filename(s) : 5reddots.bsp 5reddots.txt 5readme.txt Author : Rob Fuller II aka "Tiki_God" E-mail address : rfuller2@bu.edu Type : TFC Hunted (Assassination / Escort) ------------------------------------------------------------------- Gameplay Notes: The Hunted starts out on the first floor near all the spawnpoints for the Bodyguards. The goal is for The Hunted to survive long enough to get into an escape helicopter on the fourth floor. In order to allow The Hunted access to the helicopter, the Bodyguards must split up so that The Hunted is protected while the button that controls the escape door is pushed. The button that controls the escape door is located on the fifth floor. The spawnpoints for the Assassins are located all over the second, third, fourth, and fifth floors. In order to be successful, the Assassins need to have someone doing recon work while the other Assassins set up ambushes. Unlike The Hunted level that came with TFC, about 1 in 20 spawns for the Assassins are given grenades. This helps balance the match, since it was horribly unbalanced if all Assassins had grenades, and the bodyguards were able to dominate the level if the occasional sniper didn't have grenades (it also allows for bluffs). ------------------------------------------------------------------- The story so far: It had seemed like it was going to be a simple enough day for the bodyguards. Protecting their Principle while inside the guarded Black Mesa Complex shouldn't have posed any problems. Maybe nothing would have happened if they had been more alert, but the first sign of trouble that the bodyguards were aware of was when 5 red dots appeared and 5 perimeter bodyguards fell silent permanently. Almost simultaneously, a truck was parked in front of the main door, blockading them in. There was a loud banging noise that echoed through the building, and the power went out. The emergency generator kicked on almost immediately, but the automatic security system couldn't function without power. The Bodyguards knew that the only way they could save their Principle would be to head up to the roof and call for an emergency evac from the helicopter waiting at the military airfield. The Bodyguards had no way of knowing that someone had wanted them to go up... ------------------------------------------------------------------- Construction Notes: My origional goal in building this level was to re-create the classic Hunted expierience in a level that was located almost entirely indoors. When playing TFC Hunted, I noticed that the Assassins tend to have a large advantage in scoring because of the success of the rush. By providing multiple paths to the goal instead of Hunted's 2 main paths (Ramp and Ruins) I found that snipers tended to set up ambushes as a team rather then rushing as individuals. Since the mostly well-lit hallway architecture favors the Bodyguards, I thickened the width of doors so that snipers could have firing cover as well as forcing a bottleneck of the bodyguards. Also, I inserted cover around the level for snipers to use in aiding an ambush. The best example of architecture helping the Assassins is in the elevator shaft. By standing on the upper ledge or in the elevator, the Assassins get cover over most of their body while having good angles for making head shots. I used a different texture scheme for each floor, so once you learn the level you will know where you are instantly. Because there tend to be a lot of players onscreen in Hunted games, I kept the poly count low and it is rare that the r_speeds sneak above 340. Which makes the level very playable, even on low end machines (like my Cyrix 150mhz w/ 64 RAM). ------------------------------------------------------------------- Special thanks to: Alejandro Cajigal for convincing me to keep up the long days of editing. Isabelle Benditte for reminding me that I had other things to besides editing. Valve Software, for creating a game that emphasized Single Player while still managing to create some of the most memorable Deathmatchs I have ever fragged on. Lastly, but not leastly all my beta testers who had to put up with buggy TFC while I learned how all the entity coding went, in order to make Hunted work right.