Very tight, very claustrophobic, very dark, spooky.
This map came around during a bad dream. All I remember in this dream was opening my eyes, being unable to move, and unable to scream, as more and more dirt was piled ontop of me. I decided there is not much scarier out there, than the thought of being buried alive. What a concept to make a map out of, aye?
Very tight, very claustrophobic, very dark, spooky. These are a few of my favourite things...also some of the words I wanted people to think of when they play this map.
Sticking to my theme of Greek Mythology(See also, Pandoras Box). KF-Antigone follows the tales of the lady herself, Antigone. It was really fun designing an ancient tomb, really not something I've ever done before. A challenge.
A team of researchers have found the supposed location of Antigones Tomb and were sent in to gather more information. A few weeks into the research, and the Specimen Outbreak was getting more and more out of control, as heavy vehicles passed by, and war waged on, seismic activity caused a cave in of Antigones sacred tomb.
The researchers should be kept safe, as long as there was no other way of entry, nothing could get at them. Due to this, a rescue team was not formed for several more weeks, with resources being low and other big priorities keeping help at bay.
Now, at 3 weeks since the cave-in, your squad is being sent in as a search and recover mission. I'm sure the researchers will appreciate the company.
This map has been in rigorous development for roughly a month, with the sole purpose of being ready for the 2nd wave of the mapping competition, after I realised just how much of a struggle Resistance was becoming, and how unusual a mapping scene it is for me.
Again, it's a single man show. With all custom content, and level design being made by me. I would appreciate some help however. No beta testers required, sorry.
I also put some techniques I've learnt, found cool, but never found a use for. This map seems to fit a lot, really its a blank slate which I build ontop of.
The hardest part of it all is keeping the level optimised, and manually sorting collision out with BlockingVolumes. Caves aren't really the most efficient scene to map, but I'm hoping this level will run a lot smoother than my previous map