Off Limits is a first person multiplayer shooter that is focused on two teams capturing the enemy territory and hunting down and killing their main guy, the Juggernaut.
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After working on both levels on and off for the past two years (one year per level) I’ve finally reached the point where both of them are polished, tested and final.

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After working on both levels on and off for the past two years (one year per level) I’ve finally reached the point where both of them are polished, tested and final. I made this quick video presentation of both levels, it’s a quick freecam video of most areas in each level. I kept it simple and to the point as I want to spend my time mainly on finishing the game.


You can find a YouTube HD video on my blog here: Wesleytack.com

Some quick history on both levels:

  • ol_russia (originally ND_Russia) was made for Nuclear Dawn before it got picked up by InterWave. It’s original creator Robert Briscoe with whom I worked with at DICE donated it to me for usage in Off Limits. The level layout seemed to work well in our favor because it had five main rooms and our game play was based on five spawn points that needed capturing. When I received the level I spent close to a year working on it, redesigning it to match our game play (which was being tested while working on this level). I kept the look of every area but made them bigger and added more room for maneuverability. I also updated the flow between rooms which made everything blend in together more easily, guiding the player from one area to the next. Some of the biggest changes were rebuilding the entire Submarine dock and Submarine model (which is now 100% playable), in Robert’s original design this area was only playable for about 40%. The generator room which has increased by 50% to match the same size as the opposite main base (Submarine dock), this to give both teams a fair final battle ground.
  • ol_styx is a level I designed, created and finished for our original Alien game play. We had to ditch this game play for a number of reasons in late 2007. Back then I spent about four to six months working on it. After finishing ol_russia I came back to this level as we did need a vehicle based level in our initial release. The old styx seemed to be the best level I could use as a base to finish quickest (I initially used ol_undersiege, but after a months work I decided to use styx for our second level, ol_undersiege will have to wait). Same as russia I pretty much rebuilt the entire level while keeping the original rough layout. The biggest design change was the entire central station area which wasn’t there in the original build. While rebuilding this level I updated most areas art wise to bring it up to date with the present day standards. I created a new and bigger lobby, remade the entire construction site and updated a lot of old materials and assets from the original level.

We should have our new playtest server up and running within the next week, so expect game play footage of both levels soon.

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RogerRamjet
RogerRamjet

Excellent mapping...

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DKR1138
DKR1138

That was excellent. heh I love that there was a Doom poster in a Source game. :)

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Ithapher
Ithapher

They're gorgeous. O_o Well done.

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MainAttacker
MainAttacker

1 year per level!? Wow, but looks like it was worth it, Your maps look amazing!

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Twitwi
Twitwi

This is now one of my picks for uMOTY

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Tokoya
Tokoya

Amazing work! What kind of insane compile times do you have to contend with?

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Wesley Author
Wesley

40 min for Russia
1 hour for Styx

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chsignal
chsignal

This is insane good mapping.

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wheresmabalz
wheresmabalz

dam man that looks so legit its awsome!!!!!!!

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thecuteturtle
thecuteturtle

awesomesauce!

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SolidFake
SolidFake

man, your map sizes and details are off limits :D

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RocketSurgery
RocketSurgery

new eden mall

heh

this mapping makes me cream my pants

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Hell_Diguner
Hell_Diguner

They're HUGE! And highly detailed... it's a wonder it only took one year for each level. Seriously impressive work.

But now the question is... are they fun to play?

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Wesley Author
Wesley

@Rocketsurgery: I worked on the New Eden level for Mirror's Edge which is why I added it to my Source level as well, as a little homage :p

@Hell_diguner: Russia was playtested to death in our first batch of playtests about a year ago and it was a very fun level to play (I tweaked it and corrected it during playtesting until it was perfect and well balanced for the game play we had in mind). I used my knowledge I gained from playtesting Russia and incorporated it into Styx. So basically they both should be very fun to play, and they were designed and built with one purpose in mind and that is to get as much out of our game play as possible. We should start playtesting again very soon, exciting times ahead :)

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