Videos
- edit
- /
- history
- /
- upload files
Castle Defence
Author | generic |
Date of release | Final - March 13, 2010 |
.bsp filename | sc_castle |
Description
An invasion style map in which you must protect a nuclear warhead.
Your team are charged with protecting a nuclear warhead we have acquired and are storing in a heavily fortified castle that is also part of our intelligence network. Unfortunately a foreign army hell bent on stealing the bomb has discovered your location and are preparing an all-out assault. If they can't take the weapon they will try to destroy it, not only destroying the castle and dealing a major blow against our operations, but it also means you won't get paid. Oh, and you'll be vaporized by the nuclear blast.
Failure is not an option!
Additional info
- 4-6 players recommended (12 spawnpoints).
- This map uses detail textures. In order to use them you must have it enabled by setting r_detailtextures to 1. Set it back to 0 to disable.
- This map was made for the Sven Co-op mapping contest. I originally started it before SC 4.0 came out but progress was very slow. The contest encouraged me to resume working on it.
- Included in the Sven Co-op Contest Map Pack.
Build info
- Build time: About 8 months
- Editors: Valve Hammer Editor 3.5, Wally
- Compiler: SHLT 3.6
- Compile time: Approx 5 minutes
Additional credits
Textures
detail, pavement, wood - These were obtained from a tutorial on detail textures by hlife_hotdog on TWHL and can be found at this address: http://twhl.co.za/tutorial.php?id=159.
rock - These were obtained from sc_avp.wad created by amckern.
detail2 - This was created by Jinx from the Action Half-Life forums: http://ministryofaction.net/MoAForum/viewtopic.php?t=1296.
Changelog
Tags
Rate this map
3 / 5 (3 votes)
Reviews
Comments & discussion
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
This map does not work as intended anymore, someone more experienced could fix it. The map makes use of info_player_goal (incomplete/non-functional/removed), goal_ent (deprecated at least) in squadmakers and path_patrol which I can't even find infos about. The enemies just stop spawing in the end but the goals/messages (and later the game_end) are not triggered.
Is this map compatible with SC 5.0? Trying to play it but we get stuck after activating all defenses and unlocking the second armory. Am I missing something or is something broken?
played it but seems it has no end. Enemies stop spawning and thats it.
Tons of really fun ideas and concepts with a clear objective; this map quickly became a favorite among friends of mine. Especially liked the retractable turret pods and the SAM launcher.
Whoever took the screenshots clearly had detail textures disabled. Don't be fooled — this map looks amazing in the flesh! The fit and finish of every detail is just brilliant. It did rape my FPS a bit though, but then I should get a new processor.
The game play is also rather fantastic. It's not just flooding grunts…
You have to activate various power supplies and do other tasks in order to unlock new defence weapons such as the surface-to-air missile and tank support. Yes, a tank! It drives around and shoots too.
I like how the enemy osprey doesn't just circle around. It leaves the area going completely out of site for a minute or two while it picks up more grunts.
It's also quite demanding to keep all your turrets online — having said that, you can even move them inside the castle to repair them.
Highly recommended you play this with a group of friends. You will not be disappointed.
Thanks,
Adam Reece.