no_mercy

B.A.Baracus

L1: Registered
Mar 6, 2009
12
0
3-PG is very proud to present cp_no_mercy_b1! It was inspired by Left 4 Dead's final section of the "Rooftop Finale" of the "No Mercy" campaign. The key to winning this nightmare is to control all of the different elevations at once, with whatever forces you have available. But don't be fooled about finding that perfect spot to protect, chances are the enemy will be able to flank you easily and quickly. Better grab some pills and get ready to survive!

Key Authors:
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Darth Jiggles | 3-PG.com - Initial Concept and Layout
Rabbit | 3-PG.com - Designer & Custom Artwork
KevLaR | 3-PG.com - Team Manager
Earl Lewis - a.k.a. {A TEAM}B.Å.Baracus[B³] - Mapping & Custom Artwork

Original Authors:
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Valve - The Original Map & Source of Inspiration
The Left 4 Dead Team - The Original Map & Source of Inspiration

Contributors:
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The 3-PG Admins - Think Tank, Testing & Feedback
Invitational Members - Stress Testing & Feedback



Objectives:
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Blu is Assault and Red is Defense. Blu's goal is to capture the helipad at "A", then bring down the security system of the radio building by capturing the power system at "B" and then finally capture the radio building at "C" for the win.

Red's goal is to prevent Blu from capturing the radio building at all cost.

Note : Each control point has an indicator projected into the sky to show the approximate location and status of each of the control points.


Special Thanks To:
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Valve and the Left 4 Dead team for the original map, inspiration and the awesome tools which enabled us to put this together.

Everyone who participated in the "Invitational" closed testing night, your participation was very helpful and greatly appreciated.

The 3-PG and B³ communities for being what they are.

And last but not least : All of you tutorial writers out there, you are providing an invaluable service to the community. Thanks you for sharing your tips and tricks.

Notes:
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This is a completely custom map and was created in tribute to the original map from Left 4 Dead's No Mercy - Rooftop Finale. Nothing other than inspiration was taken out of L4D. Left 4 Dead was not decompiled or disassembled in any way to create this map.

Many zombies were harmed during the making of this map.

Constructive feedback and bug reports will be greatly appreciated.

24/7 Servers:
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67.18.130.19:27021 3-PG.com No Mercy 24/7

8.6.77.112:27015 BounD-By-BLooD Server #1
 
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Don

L2: Junior Member
Jun 3, 2009
89
14
Nice replica!

Isn't the map small tho?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
I wouldn't use those graffiti style letters for the cap points. The game has standardized objective signs for a reason. That said, I can't really see it playing very well... looks much too small and cramped for a TF2 map. The gravelpit B area is as big as your whole map!
 

Anda02

L1: Registered
May 30, 2009
29
2
I like the layout of the map a lot. Unfortunately, when I started running and jumping all over the map, just to see what it felt like, I had the worst time finding the Capture Points. Like Boojum said just stick with the standard signs you see in TF2. Also make sure you have arrows and stuff pointing to your CPs. Overall, I like the feel of the map, but CP placement and identifying them feels kind of odd.
 

Labfiend | 3-PG

L1: Registered
Jun 14, 2009
3
0
Looking at the screenshots I don't blame you guys for thinking that its small, but it is indeed large enough to accommodate 32 players, as we've been playing it like mad since the release last night. The graffiti is there to try to conform with the look of L4D a bit more than the standard TF2 signs, which broke the atmosphere during the alpha. Also, if you look straight up you can find the cap points no problem, as they all have a spotlight shining on the sky with their letter and the color of the team that owns them.
 

Altaco

L420: High Member
Jul 3, 2008
484
120
From your credits it sounds like you and rabbit are the only people who did actual work, depending on how much texture work he did.

In any case, it does look pretty nice except for the skybox but it's way too small. Maybe nice as 4v4 at the absolute most.
 

Labfiend | 3-PG

L1: Registered
Jun 14, 2009
3
0
Please give the map a try before denouncing it as too small. You'll find that it's plenty big. And yes B.A. did a vast majority of the work making the map, he's just humble enough to list everyone remotely involved in the credits.
 

Efhan

L2: Junior Member
Jun 13, 2009
82
19
I noticed the pipes connecting the buildings.
Are these used to run on?
 

Labfiend | 3-PG

L1: Registered
Jun 14, 2009
3
0
Yeah, those allow you to run from the top of one building to another without having to get down. Its how valve made the original hospital rooftop level.
 

magic646

L1: Registered
May 28, 2009
20
0
that looks beautiful. Even though it pulls away from the tf2 color theory, it still looks like it could be in tf2. Nice lighting.
 
Aug 19, 2008
1,011
1,158
played it yesterday on flubbers server aaand...
i wouldn´t call it small, rather cramped
it´s really hard to manouver through it....
since this map was designed for L4D and klaustrophobia is a major feature in that it´s alright with zombies, but when a heavy and 5 other players want to squeeze through the tight sideways and accidentally clip into railings etc. it´s just not amusing.. tf2 needs corridors, where 2 players can get through

i´d inflate the map by at 30%, but that would be a hell of a work :/
 

RallY

L1: Registered
May 13, 2009
10
3
played, it nice map, placing cps need to be organized, a lot of running back and forth. i played defending at first, it was fine, engis where lost. attacking was the nightmare, i spent half the time trying to find the cps and when i realized that you have to look up it was too late and it did not help, i guess that batman style beacons work for a bigger map with open areas, i don't know why but seeing those beacons reminded me of the hl2: ep2 level where you have to take down the strider, that kind of open area map. and one more thing, please cover the map with fog at the bottom of the buildings, looking at those empty roads did not look nice, plus it gives the map a bit more ambiance. i'm no expert but i hope i helped somehow.
i forgot to say that the craftsmanship was impeccable, best dam mapping skills i have seen in a while , of course cashworks still kicks ass, it's like a valve release without the valve's seal of approval.
 
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