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Quarter
Author | Hezus |
Date of release | v1 - December 25, 2012 (SC 4.7) |
.bsp filename | quarter |
Description
Black Mesa Incident + 72 hours
The US Military found out we are storing some of the last remaining Xen Artifacts in Sector J. With them we could reopen the portal to Xen and escape our fate or elimination, for the government wants us dead.
There is no other choice. We have to defend our facility against the incoming soldiers. We have gathered up former Black Mesa security forces and a few army deserters who refused to kill civilians. Together we must make a stand.
Objective: Hold back the invading military force.
There are 4 areas you will need to defend:
- The Front Door Security panel in Area 1.
- The Subway Train in Area 2.
- The Main Computer in Area 3.
- The Xen Arifacts in Area 4.
Each wave of enemies will feature a boss. Killing him will end the current wave of enemies and spawn a tougher wave. Defeat all 3 bosses and the enemy forces will crumble.
Additional info
I started making this map in 2005 as an official map for Sven Co-op. I pretty much finished it within a few weeks but the code to make the map work was never finished. 7 years later I decided to use a work-around to fix the gameplay issue and retexture and redesign the map and release it to the public. I hope you like it.
Additional credits
N/A
Changelog
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Tags
Rate this map
3.9 / 5 (7 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.
Hola amigos this map is hard to me but i edit some entity ammo from map still hard enemies hgrunt you use is not from original half life is from opposing force that why they came up with m249 soldier
these kind of maps are overrated as fuck, its totally boring and unfair btw.
i once checked the layout of this in hammer due to the source being released to the public, and it wouldve had potential to be an interesting non-linear map packed with carefully crafted and balanced gameplay (if thats still possible on other hand).
but no, lets clip the shit out of everything and make you defend some silly fuseboxes from nearly endless waves of grunts because thats what makes shit fun apparently.
Hezus clearly jumped straight into the bandwagon of lazy design on this one
And I'm still wondering what made it featured.
I actually made this map back in 2005, back when game-modes where hardly seen in SC. The proper code for the original idea of the map took another 8 years to finally get done, and still is only partially done.
It may seem like I "jumped the bandwagon' but in fact, this was intended to be a player vs player map, backed up with AI on both teams. I even toyed with an "overseer" role for a while. The map gathered dust for a good 7 years and I decided to release it anyway with a dumbed down form of the intended gameplay.
Granted, the design could have been more interesting (more elevations, suprises, etc) but it's hardly unfair. You can beat the map with a few players on the Easy mode. As for boring, that's your own opinion.
I share that opinion too. At the end it is really just defend this func_breakable from hordes of monsters. Yet another simple horde with nice visuals. Visuals which could have been used for more interesting scenarios.