Announcing: The Story of Crossfire

I guess he will show some progress on upcoming BM dev twitch-stream… It’s sheduled for wednesday if I remember right… I thought a bit about what I would like to see in BM crossfire and I think there should be 2 versions. Version 1 should be just like the original Crossfire, but more detailed and maybe slightly different dimensions. Version 2 should be just like version 1, but more advanced… For example you could add new Areas behind MP5 house and RPG house… You could also make the RPG house cellar (known as “blue room”) accessible and add some believable layout to that area… I think I might just make an altered version of my dm_pro_crossfire… Crossfire version 2 could primaryly get designed for TDM, while version 1 would be designed for duel… Another idea I had was to add visuals to the airstrike. It would be cool to see jets flying in the 3d skybox right before the map gets nuked :slight_smile:

We won’t do 2 versions of our own map, that doesn’t make sense. We have confidence in our design decisions and are always open for feedback and change!

However, we’re sure that the community will certainly make lots of interesting and awesome changes to what we do with it. I’m not sure if we’re planning on releasing MP vmfs or not (I believe we are, I’m not sure why it hasn’t happened yet) but I’m sure you’ll see lots of Crossfire variants on the workshops too. That’s the beauty of modding!

Hopefully the crossfire blog that I’d like to do will be going up this week. But there will definitely be something with Crossfire happening by Weds.

The stream this week will be a community showcase of 2 maps from the workshop, one very small, one very large. Both something to chat about.

Also, everything will happen by Weds (unless something happens to me), I have to travel the second half of the week.

Explain please…
I think it’s normal to be confident about own work… at least it should be that way… otherwise it’d need more work :slight_smile:
But yea… I think it would make sense to make 2 official versions of crossfire, because it’s a very popular map which was originally designed for duel (ofc it works in FFA, too) but it doesn’t work well in TDM (mostly because of wallgauss)… And in original crossfire there was no secret room at all… Most online servers run a hacked version of the original map which allows players to enter the secret, so called “blue room”. I think the blue room is so popular because it enlarges the map further to support more players.
But if you ask me, you should not design every map for 8 - 16 or more players… Bounce and Lambda Bunker for example were both originally designed for low playernumbers (3vs3 TDM works very good - it’s the best for HL Teamplay, because with few players it’s easier to communicate and share information with your team while having fast and action-packed gameplay)… BM maps are bigger and contain more items --> It’s not good for small TDM like 3vs3. I’d say most current BM maps are currently best played in 5vs5 (maybe even more)… Personally I don’t enjoy to play such big matches on complicated maps.
There should be big, small and medium sized maps in BMDM to allow all kind of matches… And it should be obvious to people what map is best suited for high or low playernumbers…
I understand that people (noob players, who don’t understand the whole balance of the game) want to reach weapons quick to have more fun… But personally I think it’s is bad to design maps with Mc Donald’s mentality… Maps need depth in gameplay and a good learning curve to show off real quality. And it also adds depth to have dead ends and unimportant areas in maps for good players to use for their advantage. This kind of gameplay-design adds things to learn and motivates to practise and play the game more. Back to what I initially tried to say:
Crossfire is extremely popular with low (Duel) and high playernumbers (16 or more player FFA) and could also be very fun in 3v3 (or maybe even slightly more) TDM, if there was a second version to support it better… In HLDM there was this extremely popular crossfire version called ag_crossfire (was also part of most league-mappools), which was bad for 1v1 (because of wallgaussable railings and overpowered secret rooms) but good for TDM, because it offered more space (blue room and gauss-secret), new crossbow-area at bunker-yard and simpler, redesigned bunker to make that area more useful. If you plan to make only one version, you should think about what your crossfire version should be… Should it stay a duel map (1v1) or should it be suited for Teamplay (I recommend to design it for 3vs3, because 3vs3 offers the best TDM experience on most maps imho… exceptions are boot_camp, stalkx and maybe gasworks). In my opinion the best way would be to have 2 versions. One for TDM and one for Duel, because both gamemodes play out differently and should get respected in their individual ways. But yea… Ofc there will be mods and it’s your decision what the official BM crossfire should be like.

While what you’re saying makes sense, It would be essentially twice the workload to create 2 very similar maps, especially if something that will certainly be done by the community is taking developer resources.

There’s also the issue that, while taking community feedback in is of course important, it’s ultimately up solely to the devs what their “goal” for BMDM is, a part of that being what they think its ideal player count is.

Not to mention it’s a tad ludicrous to assume it’s even possible for something exactly like HLDM to take place in BMDM. They’re gonna be different, there’s no way around that. And don’t know how you wouldn’t see that as okay.

As Text mentioned in his gasworks dev blog, the HLDM maps were in much need of improvement. They had issues with flow and design, as well as being fairly bland. So I’d expect that BM crossfire to be very different from HL crossfire, albeit with good reason.

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