** INTRODUCTION **

Title			: Eliminator OP4.
Date			: 4th March 2000.
Filename		: Gustavo19_ElimOP4.bsp
Filesize		: 3.4mb, or thereabouts.
Author			: Keved, my Half-Life alias is Gustavo.
Email Address		: keved@keved.force9.co.uk, or keved@hotmail.com as a last resort.
ICQ			: 10393836 (auth required).
Home Page		: http://www.keved.force9.co.uk

ABOUT THE MAP/ME:
Eliminator OP4 is my 19th FPS map (and 3rd for Opposing Force deathmatch).

Previous maps...
01. Penitentiary (Half-Life deathmatch, released 5-March-1999).
02. Maximillian (Half-Life teamplay primarily/also deathmatch, released 15-May-1999).
03. Maximal (Team Fortress Classic territorial domination, released 8-July-1999).
04. Mad Bucking Fastards (Half-Life deathmatch, released 27-July-1999).
05. Talos (Half-Life deathmatch, released 3-August-1999).
06. C4 (Action Half-Life, released 16-September-1999).
07. TNT (Half-Life deathmatch, released 23-October-1999).
08. Orbital (Team Fortress Classic CTF, released 31-December-1999).
09. Jaw Breaker (Half-Life deathmatch, released 20-January-2000).
10. Corps68 (Team Fortress Classic CTF, released 26-January-2000).
11. The Bone Collector (Half-Life deathmatch, released 2-February-2000).
12. Jaw Operation (Opposing Force deathmatch, released 2-February-2000).
13. The Jaw Action (Action Half-Life, released 2-February-2000).
14. Bone Action (Action Half-Life, released 4-February-2000).
15. Bone Operation (Opposing Force deathmatch, released 4-February-2000).
16. Eliminator Jnr (Half-Life deathmatch/also teamplay, released 19-February-2000).
17. Nostromo (Team Fortress Classic CTF, released 24-February-2000).
18. Eliminator AHL (Action Half-Life, released 26-February-2000).

Who am I? I'm 24 yrs old, English, & currently work for an Architectural Practice in NW England.

CREDITS TO:
1) Valve/Sierra/id.
2) The Zoner compiling tools version 1.41. Eliminator OP4 was compiled with these superb modified compiling tools, via a batch file. sean@dimensionalrift.com. Keep up the good work, Sean.
3) Records, for salvation from radio/tv hell.



** PLAY INFORMATION **

SINGLE PLAYER:
Just to familiarise yourself.

MULTIPLAYER:
6-18 players. More if you don't mind it being crowded, though a little big for less than 5 players (may I recommend my previous smaller maps Jaw Operation & Bone Operation for lower player numbers). 16 respawn points are included.

TEAMPLAY:
Yes, form up into teams, with the obvious teamplay goal of capturing and holding the bunker.

DESCRIPTION:
A conversion of my DM map Eliminator Jnr to Opposing Force deathmatch. A large map complete with a Crossfire-style bunker and airstrike effect. Activate the airstrike once every 5 minutes, and defend the bunker to lock opposing players outside. A "halftrack" vehicle, with 2 mounted guns, is positioned outside to aid defenders.

PLAYING:
The airstrike procedure...from when the siren sounds until detonation, you have 45 seconds to get through the bunker's door. Note that it isn't enough to simply stay in the bunker's sniper battlements, the ONLY safe place is behind the blast door. Everyone still outside after 45 seconds dies immediately. To be more precise, the trigger_hurt kicks in after 48 seconds.

Plenty of weapons are present (ie 5xmachine gun, 5xhandcannon, etc), though it's not jam-packed - they've all been spaced adequately around the map (even to the point of printing out the plan-view onto paper, marking on where the weapons are placed, and juggling the map-wide balance of each type of weapon). Lots of weapons, sure, but those of the same type are spread around. I prefer to see people carrying around an extra weapon or two in reserve rather than trashy scuffles commonplace. The bunker is the exception, with very few weapons but plenty of ammo. Also, the largest concentration of weapons/ammo is the outdoors area furthest from the bunker.

A note on converting the weapons from HL DM to OP4 DM - OP4 doesn't have many stock weapons (I remember from the OP4 single player episode there was a reliance on many of the HL DM weapons). So, I've left in HL DM's stock weapons (ie 9mmAR, shotgun, grenades, satchels, etc), with the changes mainly being the higher powered weapons. ie, the RPG's, Crossbow's, Gluon, etc have all been removed, and replaced with OP4 equivalents.

R_speeds are a little higher than I'd like in places, though nothing outlandish. Wpoly is generally around 300, peaking at 800, though the low-ish epoly content (~2000) helps to balance things out. My set-up is by no means considered fast these days (300mhz Pentium2 & 12mb Voodoo2) and FPS never dropped below 30. OpenGL users should have no problems running it. Software mode users must ask themselves why they've gone to the trouble of finding this map and are still playing FPS games without a 3D card! Still, any software mode users should be ok too. 8OÞ

Hope you like Eliminator OP4. I'd appreciate feedback too...to my email address at the top of this text file. It's a major commitment putting in the time to design these damn maps, so I fully welcome any & all constructive encouragement / ideas / criticisms / praises. Job offers welcome too!!


** WHAT'S NEXT **

"SmashTV". A large deathmatch map that will feature four independent nukes (like my second map Maximillian) as opposed to the one nuke here in Eliminator OP4. It will also have a strong teamplay element by being "King Of The Hill" in nature (a central bunker complex, surrounded by the 4 nuke-able zones).

I'm also thinking about venturing into HL single player mapping for the first time. Plenty of ideas, probably not enough free time, so I may just continue deathmatch mapping. I'd also like to have a go at Quake 3 mapping, but my cack Ati@Work 2D card refuses to be friends with Q3Radiant - I simply can't even load it never mind do any editing (arghhhh).



** INSTRUCTIONS **

Extract the files manually into the following.

Gustavo19_ElimOP4.bsp into ...\\gearbox\maps

And of course keep this text file. 8¬)



** CONSTRUCTION **

Base                    : Based on Gustavo16_ElimJnr.bsp.
Editor(s) used          : Worldcraft v2.1
Custom textures		: Yes, a few used without permission from Quake 3 Arena (credit to id, they have some fantastic texture artists). Apologies for ripping - my lax morals I guess.
Custom sounds		: No.
Known Bugs              : Just that I've stretched some textures, so decals may be out-of-shape/size. For info, all light fixtures are func_illusionary's - don't be surprised by being able to jump through light fixtures.
Build Time              : A few hours to convert & playtest.
Compile Time		: Around 45 minutes on my PII 300mhz w/224mb. (Full vis, extra rad).

MAP INFO:
Rmf size		: 4150kb
Solids			: 1826
Faces			: 11046
Point Entities		: 339
Solid Entities		: 248
Successive revisions	: 15



** PERMISSIONS **

Email me if you'd like to have a look at the (4mb) rmf file for Eliminator OP4. Zips down to ~175kb.

You have yerself a nice day, y'hear?

Oh btw, if you see me on a server, I *CANNOT* speak Spanish/Portuguese/Smack talk/whatever...just so I ain't assumed to be a Colombian drug baron like I have been a few times before (or corderoy wearing Uruguayian goat shepherd, that happened once). 8¬)

--
Gustavo.