Chris Canfield
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Postmortem: The Abyss

 
   

Quick Statistics

Working Title:
The Abyss Bridgeway
Version:
1.2
Author:
Christopher L. Canfield
Target Machine:   PIII 800, 128 MB Ram, onboard OpenGL
Game Type: Single, FFA, Team, Tourney
Weapons: 1 Shotgun, 1 Rocket Launcher, 1 Plasma Gun, 2 Grenade Launchers, 1 Rail Gun, 1 Quad Damage, 1 Haste, 1 Flight
Opponents: Hossman Lucy Razor Daemia Stripe Tankjr
Editor Used: Q3Radiant 202, Q3Build 2.0, Pakscape 0.08
Brushes: 2147
Entities: 400
Build Time: 3 Weeks
Compile Time: 4 Hours

See other pictures of this level

 

 

 

 

A treacherous descent

 

 

 

The Abyss

 

 

Description:  This is primarily a single player / free for all level, with Team and Tourney supported by default.

The main series of bridges serves as a jousting arena. Mobility is mostly linear, though players have access to the second floor via pads on the sides, and determined players can find ways to jump across. The third floor is accessible through the transporter at the bottom of the tower / elevator, or by a somewhat treacherous rocketjump from a central torch holder. The triggers for falling characters are all 64 units wide to ensure detection over an internet connection. Unlike the oppressive throb of the tower's machinery, the ambient wind is delicate enough to be triggered with no fade in / fade out.

The elevator in the tower is a complex train object descending an octagonal shaft (Id hadn't implemented moving curves in Q3A). Lights and tactical positions are situated along the descent for ambush possibilities, with a rocket launcher convieniently provided on the catwalk above. Using a rocket launcher on a moving platform is about as difficult as shooting someone on one, but it encourages showers of dramatic explosions. Floating platforms also serve those who wish to risk attempting the jump to the bottom, or who wish to surprise the next group of tourists. In case there is only one survivor in the elevator, halfway down a light grenade shower waits, with the possibility of short torrential storms if unfriendly entities dive onto the activation button. The lava at the bottom is subtly tilted, to give the illusion of sweeping across the elevator's surface as it submerges. It is deadly enough that a person cannot trap the elevator for more than three seconds, but like the bridge section, it requires a nodrop shader to ensure that powerups don't collect at the bottom. Once one character has reached the bottom teleporter, any player can drop directly down onto the ledge.


Unique jousting opportunity

The start and the end of this somewhat circular level is The Cathedral. It uses a simple shotgun in the middle of an open area to lure combatants into a vulnerable position, whose opponents can emerge 360 degrees around and above the floor. There are also good positions above the foyer, on the central rooftop, and on the balcony where the armor resides. Every position someone may take up to surprise a newcomer is itself vulnerable to a surprise attack. This region contains quite a few valuables, which save two I will leave to the good readers to discover. If they have successfully descended the tower and crossed the top of the bridges, the avatar will be rewarded with a railgun on the church rooftop and a quad damage shortly thereafter. The player is free to resolve the dillema of the rail gun with quad damage however they see fit.

...What Went Right
 
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