Alien Swarm: Reactive Drop

Alien Swarm: Reactive Drop

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Crawlspace (Pre-Alpha)
   
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Contents: Bonus
Mapping Competitions: SpaceStation2024
File Size
Posted
Updated
230.717 MB
31 Jul, 2024 @ 6:00pm
10 Aug, 2024 @ 9:02am
3 Change Notes ( view )

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Crawlspace (Pre-Alpha)

Description
Crawlspace is a work-in-progress map for Alien Swarm built around the third-person camera. Fight through a winding and infested space station with your friends, set off the self-destruction sequence, and get to the cargo bay through endless waves of the bugs that have colonized the ship.

This map has a lot of ideas that aren't implemented yet. It also isn't artpassed yet, and all detailing is preliminary. The main focus was on the basic layout and gameplay flow. More work pending, layout feedback welcome. The current version (a2) went from layout to VPK in about 72 hours.

Known issues:
- Minimap/overview isn't perfectly aligned with player position, and drifts as you go further east
- Antlion Guard in final area doesn't actually attack
- Lots of alien pop-in!
- The alien eggs used as decoration in the fan room create a ton of console errors (should just be prop_dynamics probably)
- The nebula particle system isn't packed in yet, so only the model renders
- The ceilings aren't tied to func_asw_fade, so it isn't playable in top-down mode even if forced by a challenge
- The green light next to the 50cal is meant to turn off after you pick it up, instead of flashing indefinitely
- prop_dynamics aren't respecting modelscale in some circumstances
- Some of the layout is unimplemented (routes are meant to have semi-random elements on each run)
- Too many menders!
- Soundscapes aren't properly configured yet
- The map still needs a proper fog, postprocessing, and color correction pass
- The stars in the skybox rotate too quickly
- Some areas are too bright, there should be more use for nightvision and the flashlight attachment
- Colonist corpses aren't ragdolling properly and just look like they're planking
- Regular colonists are visgrouped out right now because they don't attack aliens even if given weapons
- Luxel is set to 16 across the map until r_hunkalloclightmaps is set to 0
- Exterior faces still need to be comprehensively nodraw'd or set with toolsblack
- The mission tries to continue to a non-existent next mission instead of showing credits on completion
2 Comments
sniffy194  [author] 1 Aug, 2024 @ 11:36pm 
Sure, I can extend the timer. I was mostly testing with friends on normal and hard, so that's fair.

And yeah, there are a lot of planned additions to help pad it out a bit, since most of the rooms are empty right now, and it'd be nice to have some more intermediary objectives to control the pacing. Those are already on the roadmap, we just didn't have time to get them done for the contest.

Third-person is probably always going to be default since the map's visuals and brush geometry are designed around it, plus we're compiling this as a traditional Source map for optimization reasons (so it's sealed by skybox brushes, and visibility is actually blocked using world brushes instead of making everything a func_detail), which would make the normal camera buggy. But once the ceilings are attached to a func_asw_fade entity, the camera mode can still be overridden with a challenge if you're fine with those caveats.

Thanks for the feedback, glad you enjoyed!
finish 1 Aug, 2024 @ 10:51pm 
Hope the timer can be longer(time is definitely not reasonable when playing on brutal), more missions for players to do before detonating.
Cool map layout, mysterious and little scary atmosphere overall.:lunar2024dragoninablanket:

btw, is there going to be a normal camera version, i do read the description, but just asking.