Nakatomi Plaza
- Naticus
- Posts: 45
- Joined: Tue Dec 08, 2009 10:45 am
Nakatomi Plaza
My favorite Christmas movie of all time is Die Hard. I've been tossing around the idea of mapping Nakatomi Plaza and making a Die Hard themed map complete with all the best soundbites from the film. Anyone else get exciting about playing CS:S in that setting? Maybe, I'm just too obsessed with that movie.
A skyscraper would be tough to map. Would definitely need the lobby, the atrium and the roof with lightning quick elevators. Let me know if you think it's workable.
A skyscraper would be tough to map. Would definitely need the lobby, the atrium and the roof with lightning quick elevators. Let me know if you think it's workable.
Last edited by Naticus on Sun Oct 10, 2010 5:45 pm, edited 1 time in total.
- joe
- The Big Cheese
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Re: Nakatomi Plaza?
possibly the best action movie ever
could be a great css map with a LOT of work
could be a great css map with a LOT of work
"To perceive is to suffer" - Aristotle
mbaxter appreciates the beef
mbaxter appreciates the beef
- Pentagram.J2
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Re: Nakatomi Plaza?
i am so ashamed to have never seen that movie
"The flow if time is always cruel. Its speed seems different for each person, but no one can change it..."
"The wind......it is blowing...."
"The wind......it is blowing...."
- Chief Cheese
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Re: Nakatomi Plaza?
YIPEE KI YAY MISTER FALCON
i cheese. cheese evry1. u= an every1. thus, by transitive property i u
Chief Cheese the amazing wrote:Neelpos wrote:I eat pig fetuses. Like the kind they dissect in biology classes. Formaldehyde and all. After I have sex with them of course. Also, I loved George Bush and donate all my money to Family Radio.
- Grndslmhttr3
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Re: Nakatomi Plaza?
Holy fuck you definitely should be.Pentagram.J2 wrote:i am so ashamed to have never seen that movie
3DS Friend Code: 1435-5380-2533Hellboy wrote:Oh shucks, I forgot to take a nap and went on an online forum and posted about how big my dick is again!
- Naticus
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Re: Nakatomi Plaza?
And so it begins...
- Naticus
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Re: Nakatomi Plaza
I took a rather long break from this map but after the announcement for CS:GO this seems a perfect time to get back at it.
For you Die Hard fans out there, would you rather see a hostage mission or a bombing mission?
Also, I think a "Terrorists at the movies" J2 map pack would be a great way to kick off CS:GO!
For you Die Hard fans out there, would you rather see a hostage mission or a bombing mission?
Also, I think a "Terrorists at the movies" J2 map pack would be a great way to kick off CS:GO!
- KoD
- KoD [@at] joe . to
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Re: Nakatomi Plaza
func_vehicle would be a great way to start off CS:GO
- Naticus
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Re: Nakatomi Plaza
Here are a few WIP shots:
- Grndslmhttr3
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Re: Nakatomi Plaza
you should make some sort of secret way to get into the vault
3DS Friend Code: 1435-5380-2533Hellboy wrote:Oh shucks, I forgot to take a nap and went on an online forum and posted about how big my dick is again!
- Naticus
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Re: Nakatomi Plaza
That was actually an easter egg I was considering including. Maybe a musical keypad? To get in you need to play the Melody to "Funky Town" ala Towelie.Grndslmhttr3 wrote:you should make some sort of secret way to get into the vault
In the movie, they got in when they cut power to major portion of the surrounding area. That just seems too elaborate.... but so does a musical keypad!
- Wolsk
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- KoD
- KoD [@at] joe . to
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Re: Nakatomi Plaza
make a regular keypad only add "notes" to it when it's pressed.
- Hooplah
- PeaChooter
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Re: Nakatomi Plaza
This. Fucking this.Naticus wrote:To get in you need to play the Melody to "Funky Town" ala Towelie.
TheSonic.Exe MuertePorSuPaso : hoopla¡ is hacking aimbotThe Coolest Kid on the Planet wrote:[14:56] <+PennoyIsHigh> westsidee
[14:56] <+PennoyIsHigh> thug liefff
TheSonic.Exe MuertePorSuPaso : hoopla! noob aimbot is hacking noob
- Naticus
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Re: Nakatomi Plaza
This is a semi-major update...
It will be a defusal mission. The CTs spawn in the lobby and the Ts spawn on the 38th floor. Bombsite A is on the 3rd floor and bombsite B is on the roof.
You may be wondering how the hell are you going to play a defusal map with the spawns and bombsites 38 floors apart???
With the fastest elevator system you have ever seen, that's how! This is not your typical func_tracktrain glitchy elevator monstrosity. The elevator system I developed is based on teleports and info_landmarks. The elevator cars don't really go anywhere. When the doors close, the teleport activates, the doors open and you are on the 38th floor. Each car is identically set and lit and it is nearly impossible to tell that you have teleported. The map will need to be play tested to ensure that an elevator car full of players teleports properly without anyone getting stuck. I'm pretty sure the info_landmark system I have in place will prevent this.
Bomb site A is set on the 3rd floor and is still under construction. There are plenty of elevators available to get to and from all conceivable locations. For time and simplicity's sake each elevator will only take you to one fixed location. They are strategically laid out so that there will be multiple routes to and from bomb sites. Bomb site B is set in the ventilation room of the roof, just below the helipad.
The map is in a state where the layout and routes are complete. There is still a ton more detailing to be done and a 3d cityscape skybox to be built. Please let me know if you are willing to help with play testing. I would rather tweak the routes now.
Anyways... on with the wip screens.
It will be a defusal mission. The CTs spawn in the lobby and the Ts spawn on the 38th floor. Bombsite A is on the 3rd floor and bombsite B is on the roof.
You may be wondering how the hell are you going to play a defusal map with the spawns and bombsites 38 floors apart???
With the fastest elevator system you have ever seen, that's how! This is not your typical func_tracktrain glitchy elevator monstrosity. The elevator system I developed is based on teleports and info_landmarks. The elevator cars don't really go anywhere. When the doors close, the teleport activates, the doors open and you are on the 38th floor. Each car is identically set and lit and it is nearly impossible to tell that you have teleported. The map will need to be play tested to ensure that an elevator car full of players teleports properly without anyone getting stuck. I'm pretty sure the info_landmark system I have in place will prevent this.
Bomb site A is set on the 3rd floor and is still under construction. There are plenty of elevators available to get to and from all conceivable locations. For time and simplicity's sake each elevator will only take you to one fixed location. They are strategically laid out so that there will be multiple routes to and from bomb sites. Bomb site B is set in the ventilation room of the roof, just below the helipad.
The map is in a state where the layout and routes are complete. There is still a ton more detailing to be done and a 3d cityscape skybox to be built. Please let me know if you are willing to help with play testing. I would rather tweak the routes now.
Anyways... on with the wip screens.