Lab Raiders

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CaptainPoopface
Posts: 714
Joined: Sat Feb 16, 2008 5:47 am

Lab Raiders

Post by CaptainPoopface »

Lab Raiders
By CaptainPoopface

Remember this room with the awful lightmap?

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I killed the lightmap. It's an enclosed map that is almost completely dark. There are 3 weapons. Each one has a different kind of flashlight attached. I know it's not a new idea and is rather tame for my M.O. But it's never been done to my satisfaction, and it certainly changes the game, which is always my aim.


The rocket launcher. Standard issue. This is what you see:
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This is what they see:
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The night vision magnum. It lights up a good portion of the room, but only for the person wielding it! When you equip it, it also makes that cool "squeeeeeeeeee!" sound that night vision goggles make. It shoots one plasma grenade per clip, so with the reload time, it's essentially just like throwing grenades. You can only hold 5 rounds max. There's no magnum ammo on the map, unless you pull it off a rival's carcass.

This is what you see:
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This is what they see:
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The brute shot plasma rifle. It lights up about as much space as the night vision magnum, but everyone else can see the light too, so it gives away your location significantly more than the other two weapons. However, it can be dual wielded. The projectile also lights up a lot of space as it flies, so you can scope out other parts of the map for enemy shadows. The overheating and aging ensure a fairly slow rate of fire, slower than the brute shot, but about 12 shots with no reload. You're really a sitting duck with this one, so be aggressive with it.

This is what you see:
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This is what they see:
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I've tried to give each weapon its tactical tradeoffs. The rocket launcher does the most damage, but it has a poor light that is visible to others. The magnum is great for sneaking around, but it runs out of ammo quickly. The brute plasma can dish out a fair amount of damage and has good visibility, but it makes you very easy to find.

I have also placed a few crates around the map so you can reach the upper level.

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Because of the firepower involved, I recommend turning on Damage Resistance in your gametype.

Credits:
Entity 1.6 UE and 1.39
Yelo by xbox7887
UberLightmap Tool by Aequitas

Thank you:
UpsetSpy for BSP conversion, used with kind permission
Monkey Terd for tutorial on flashlights and night vision
DemonicSandwich for triggered flashlight tutorial, although I didn't really use it

Patch Midship
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Dragonfire
Posts: 1328
Joined: Thu Feb 21, 2008 9:20 pm
Location: Michigan, USA
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Re: Lab Raiders

Post by Dragonfire »

I really dont know what to say on this one, CP :?
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Remnant Samurai
Posts: 882
Joined: Mon Jan 28, 2008 7:29 am
Location: Land Of The Long White Cloud
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Re: Lab Raiders

Post by Remnant Samurai »

Very interesting mod you got there (i think? :? )
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NotZachary82
Posts: 1846
Joined: Thu Dec 20, 2007 8:39 pm

Re: Lab Raiders

Post by NotZachary82 »

Why's everybody with the " :? " face? So it's not unique like the other mods like CP is known for, but I like the concept. I love hide and seek in the dark. :lol:
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