ELIJAH NEWMAN-GOMEZ
smsithlord@yahoo.com
IMAGE GALLERY
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There is little room for mistake in the addic. The windows provide good sniping spots, but very little defense against enemies who are already on the rooftops. Firefights are usually very brief here.

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Purpose:
  • Provide player with close quarters combat while simutaneously creating a sniper-friendly environment.
  • Give the player a heightened sense of combat flow control by utilizing the func_breakible Source engine brush entity.
  • Utilize environment sounds to have an active impact on gameplay.
  • Sustain a high level of visual complexity throughout the map.

  • Description:
    Map is composed of three main sections. Firstly, there is the house itself which is based off of an actual urban home floor plan, but heavily modified to provide for more fluid navigation. All of the mission objectives are located inside. Nearly every window on the house is covered by hinge-physics-controlled shutters. These shutters provide *initial* cover between the house and the second section of the map, the outside.

    The subtle ambience of the night makes the darkness its own cover, also making the under-used Night Vision feature of CSS come into play. Here, the sounds of crickets cherping in dark corners is more than mere ambience because they will pause and become silent when disturbed by a player; a dead give-away for an attentive gammer. In addition to the crickets, the sounds of shattering windows, walls getting demolished, or hand rails being kicked through can also provide key clues to the player of his enmey's position. Destructible wall, floor, and ceiling sections potentially change encounter points/combat strategies from round to round while intensifying the game's suspense.

    A destructable circut breaker is also located outside the house which can be used to shut off all lights within the house (save those that are powered by the back-up generator that kicks in).

    The third and final section of the map is the roof tops. With the ability to leap from a neibooring building onto the house's roof, the attacking team is offered the option to enter the house from the top and flush their enemy out. Or they may prefer to camp the roofs and utilize the over looking vantage point to snipe the enemy.

    An additional feature of this map is a panic room which remains locked until 1:30 into the round, when it opens to reveil a single hostage that the defending team can rescue to win the round incase the attacking team decides to camp instead of attack.


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