"DeathRow". Is a Siege map with a twist. You’re trying to break out-of, not in-to a base, in this case the maximum security prison "DeathRow". There are some unique buildings that are various bridge segments inverted, flipped, enlarged, and joined, as well as spotlights that I am somewhat proud of.
The point of the "Siege" mission is for the Attackers (Inmates) to break out of a maximum-security prison by disabling its 4 interior gens and (optional) 2 exterior gens. Escape its underground cellblock and into an open courtyard. Then it's over or through its massive walls. Once outside the walls of “DeathRow” the "Inmates" have limited time to get to any of four switches North, South, East, & West before they are given a warning about escaping "DeathRow" and begin taking damage. The Defenders are "jailers" and must prevent ANY inmates from escaping.
The defenders have the use of pre-placed security cameras to track the where-abouts of the inmates.
Before the mission starts "right-click" through the observer cams and see the view from "THE CHAIR", but don't stop there... Keep clicking to see other views from "DeathRow". Including the Guard Tower Cam, and the infamous Shower Cam!
The bots don't work very well offensively unless set to follow a player. Set them all to play defense and you're up for a challenge in a single player game. Keep in mind this is a prison. It’s supposed to be difficult to escape.
This is the fruition of so many people's help but I really need to thank:
t-b0n3: Responsible for mission area damage, Static Security Camera creation, fixing my spawn spheres and cleaning up my MIS! I could not have done it with out you
Zear: Spending so much time trying to make a working electric chair and just general help answering questions around the forum.
PJ: For helping me figure out the force fields and how to power them with out generators!
Bytor: For helping me to figure out the nexus effect wasn't going to work so well on a siege map! And especially for keeping this site so up to date and making a positive place for us to spend a little quality time.
Star: For giving it a once over so long ago and giving such great feedback!
To everyone who has downloaded "DeathRow" beta and gave advice, suggestion and praise, THANK YOU!!!
And to so many more who helped by answering questions around the forums.
HERE IS DEATHROW!!!
Comments
Add CommentHey congrats on finally
by Star on November 1, 2001 Permalink · Rating:Hey congrats on finally getting this map out. I still like AAs.
Very Nice. This map gets an A
by Mercen4ry on November 1, 2001 Permalink · Rating:Very Nice. This map gets an A just for the effort and persistance involved. First off, I would like to say that the map is very effective in terms of mood and overall appeal, as well as gameplay (or so I can see). However, I do have a couple grips. First off, due to the fact that this map took so long to create, I would assume that you would set a nameTag to the items. Maybe this is cruel, but "Medium Sensor," "Inventory Station," and "Deployed Camera" are very inconvenient to see when you are browsing the CC for enemies or needed repairs. Next, the predeployed cameras can be done without scripting (i.e. pure copy and paste, then scaling/rotating the camera so the negative end of the y-axis (green) line faces the proper direction. And FYI mines, motion sensors, and deployed pulse sensors can also be done without scripting. Of course, I didn't penalize you for this). Also, you might consider attempting to convert the map itself to SS. I know most folks don't care, but I am a freak in this regard, and in my personal opinion a new .nav graph for the bots should not determine a CS map. Finally, and this is once again my personal opinion, but I just think there are one too many sentry turrets. If you wish a map to be based solely on skill, my advice is to ditch the sentries except for spots that really need them. In light of all that, I believe the map to be a solid sieging experience best suited for 20+ players (esp. those familiar with halflife) and should provide any player with a role and a great time. -Merc
The map IS a server side map
by StormShadow[AK] on November 2, 2001 Permalink · Rating:The map IS a server side map so I need to see if I can get the field changed to list it correctly as a client side map.
The cameras are unique because a simple cut and past won't carry over at halftime on a siege map. There-by the cameras would stay with the same team after halftime. Not real fair if the defense gets them one round and the offense gets them next! That's where t-b0n3s scripting came in.
Deployed Cameras DO work if
by t-b0n3 on November 2, 2001 Permalink · Rating:Deployed Cameras DO work if you cut and paste (at least in CTF, DnD, etc, where teams don't switch), and they DON'T work, also. Simply cutting and pasting the camera makes the camera look funky. The function activateCamera has to be run to make the camera barrel point in the right direction, and to make it look right. Cameras have some pretty unique properties. It took a while to get it right.
I know that t-b0n3, but since
by Mercen4ry on November 2, 2001 Permalink · Rating:I know that t-b0n3, but since I know which direction the camera's eye is facing via copy and paste, I simply scaled it nice and pretty to get it to look like a standard box-shaped camera with a dome attachment to the roof. That's just personal preference of course, but feel free to see what I mean in the Siege aspect of Crush Depth. :)
It's a cool map, kills fps
by )(ypersonic on November 7, 2001 Permalink · Rating:It's a cool map, kills fps outside, it'd be interesting to see how this would play out on a full server.
I did notice a little hit
by StormShadow[AK] on November 9, 2001 Permalink · Rating:I did notice a little hit once outside but only since the latest patch. I'm not sure what is different in it but that was defenantly when it started. my FPS is still over 40 outside but that might just be the GeForce2 Ultra talking!
nice..i got lost just walking
by Deathscythe~40 on November 10, 2001 Permalink · Rating:nice..i got lost just walking around...very keen man....just plain out vicious!
THIS MAP OWNZ. I love the
by Alundra on November 12, 2001 Permalink · Rating:THIS MAP OWNZ. I love the whole thing. Playablity doesn't lack, and I would of never thought of having the attackers start inside the enemy base and go outside to multiple switches, very NICE! Also the walls where people can snipe from a and just the whole theme of the map.
Played it on full server
by )(ypersonic on November 19, 2001 Permalink · Rating:Played it on full server numerous times, Pnet Dungeon, the current replacement for GeeZers Siege. Playability is horrible, its one huge spam fest inside, there is no strat, no standpoint for defense, its just pure chaos. If a decent offensive player gets outside, its over. It's still an extremely creative map, just lacks the solid gameplay of other quality siege maps. Caps occurred on average in about 3 minutes.
Good job with detail, a 100\%
by powdahound on November 19, 2001 Permalink · Rating:Good job with detail, a 100\% shows a solid effort. What is needed however, for gameplay, is a 100\% in Balance. :) Doesn't play all that well...
I love the way you set it up.
by Sfphinx on November 19, 2001 Permalink · Rating:I love the way you set it up. I love the attention to detail. However, like Powda mentioned I think it needs to be a little more balanced. Though it will prove to be an interesting map to play on. Good job.
What star said :)
by ^BuGs^ on November 20, 2001 Permalink · Rating:What star said :)
as i looked over the review
by SylockAssassin on November 20, 2001 Permalink · Rating:as i looked over the review for this map and read what he had put i truly like htis concept of seige (breaking out) instead of in. it makes for a different game play (noticing for the camera's spotlights electric chair and the prison walls all add to this effect instead of being aggressive the offense almost takes a different disposition in this case. and so i decided to give u a A+ for the creativity in both cases of the designing and the concept. god job (we now see that if mappers work together for a map it makes it very fun and very creative)good job and good job to all that helped in making such a nice map
)(ypersonic, Thanks for
by StormShadow[AK] on November 20, 2001 Permalink · Rating:)(ypersonic, Thanks for letting me know "DeathRow" was being played on a public server. As for the "Spam" inside the cellblock we found in playtesting it that the offense needs to actually defend the cellblock. Both to prevent the Defense from spaming them and to keep the gen's disabled. A couple well placed clamp turrets placed by the Offense really negates the spam problem. As for 3 minute caps. That surprises me. I think after people start to get the hang of the map and the defenders start to defend IN not OUT it will start to seem more balanced. Thanks for all the reviews. Keep um coming!
DAMN YOU!!! I had the same
by Lead Falcon on November 21, 2001 Permalink · Rating:DAMN YOU!!! I had the same idea for months, just never got around to makin it! heh, Im glad you beat me to it, as this is way more than i wouldve done - showers, electric chair, multiple escape routes... This is truly an awesome map. I'd say right up there with (but not quite surpassing) Trident.
He has probably had this idea
by Star on November 21, 2001 Permalink · Rating:He has probably had this idea much longer than you have. The thread concerning the beta of this map is ancient.
Ancient! :-) Well... Maybe.
by StormShadow[AK] on November 22, 2001 Permalink · Rating:Ancient! :-) Well... Maybe. I guess six months is a bit long fighting with spawn spheres, but it's done now! Worth the wait I think! Thanks for the (continued) interest!
This map is visually very
by SkaMaster on November 24, 2001 Permalink · Rating:This map is visually very impressive and I love the layout. The concept is also great, and I hope to see more new ideas come from you. A couple criticisms are that as said before this map does not play to perfection, but in a medium sized game, I think it plays well. The "pain collar" is a good idea, and I also like the extras that you chose to include as far as the shower and the electric chair as well as nice forcefield layouts. I am impressed by this map and hope it gets the good gameplay it deserves. Good job!
One of the most important
by Seres on November 26, 2001 Permalink · Rating:One of the most important things to me in a map (besides gameplay) is Eyecandy and Attention to Detail. The electric chairs and light are a great touch to the prison idea.
Also, the gameplay itself, in my opinion, is nearly flawless. I like a good challange and loved the whole Breakout thing from Counter Strike (I think it was CS).
It's ideas like this that keep mapping, and Tribes 2, alive and fresh. Keep em coming.
Lead Falcon, There is ample
by StormShadow[AK] on December 3, 2001 Permalink · Rating:Lead Falcon, There is ample room for this style map. The more the better! Don't be discouraged because I beat you to it. Be encouraged! It must have been a good idea you had. Go run with it... Make that map!
Something was wrong with this
by R7X3 on September 26, 2002 Permalink · Rating:Something was wrong with this map when i played it , everyone spawned outside the mission area, in a human tower of death , we all died before the match started , and when we respawned , we fell from a low orbit! and were just 2 hops from the northern escape point... i'm not running any mods or anything , my version of tribes2 is completely up to date , and i know theres nothing wrong on my side, so is there a glitch in the map or something? this is the latest version of this map correct? well i cant give it a rating and be fair when it isnt even working correctly , i only hope the map creator will adress this problem or explain why his map is dropping everyone outside the mission area.
ok after trying to play this
by R7X3 on September 26, 2002 Permalink · Rating:ok after trying to play this map 5 more times , it finally worked , twice... however , it wasent exactly working still , the bots were just jumping in place, both times, all of them, not just the prisoner bots, but the guard ones too, they just stood there, jumping up and down, wouldnt even shoot at me when i got right in their faces unless i shot them first, other than the obvious gripes i have about the bots acting weird as all h3ll , and the map glitching out and tossing everyone out of the mission area, the layout is nice, and well constructed, there just seems to be some Scripting and Bot AI problems. i would love to see this map updated, until that happens , it wont be on my Things to play List.
Heh Never got around to
by DSEZ on January 8, 2003 Permalink · Rating:Heh Never got around to submitting a comment. Great Map
interesting idea but the bots
by liebestoter on August 10, 2004 Permalink · Rating:interesting idea but the bots suck @$$ also the walls are to easr to get over without disabling the solar panals that are only findable if you have played defence more than 10 times