
Warehous(e) aka
Infiltration
by Squonkamatic
A reader wrote in asking if I planned to cover any of the few single player SiN
addon maps released, and I thought I'd start with CryptR's multipurpose Warehous/Infiltration.
This is a first; SiN Map of the Week has always been about the multiplayer
levels ...
Not
that "Warehous" [odd title; maybe CryptR's 'E' fell off his
keyboard] is without deathmatch merit. Far from it -- thanks to kAmAlA's
'Snipers' servers and a couple of other brave souls who have dared to use addon
maps in their public games, Warehous is a familiar face to those of us who have
looked beyond SinCity
and Spry for
our matches. Loosely based on/inspired by the classic SinDM6/Deconstruction
Zone, Warehous delivers more of the same but with added emphasis on the
'inside' of this particular deconstructed building. Girders, plates of glass and
steel, and packing crates await use by the Construction Hosses here and there [I
refer to all of the SinTek 'Worker' monsters as a "Hoss", as in
the big guy from Bonanza], gaps in the roof and floors allow players to
drop in unexpectedly on gatherings below, and the map has the same kind of
mid-afternoon, everyday look to it. I believe in this place, and enjoy returning
when I can find someone hosting it.
I will always have a special affinity for SinDM9 if only because of it's
inclusion in the amazing SiN Demo. One thing that I quickly noticed when finally
acquiring the retail Mac version of SiN: Gold
was that DM6 [and SinCity too, I contend] work better with the limited
weapon selection in the Demo. Somehow big humming futuristic Buck Rogers on Acid
guns that spew globs of plasma don't seem fitting in their droll, urban
environments, and Cryptic must have shared this sentiment ... Or he built it
with SinEd using the Demo basepak as it's tools directory, then updated it to
support the retail version when he got the full game [email
me if you can pin down the exact etymology; I am a glutton
for information like that]. Whatever led to the decision to exclude the plasma
weapons should be applauded: limiting his weapons selection to "real
world" guns like the Machine Gun, Shotgun and the Sniper Rifle gives the
map a more gritty, realistic feeling. The weird powerups aren't missed at all,
and the inevitable Rocket Launcher has been placed in a very ingenious location
on top of a "garage" structure accessible only by jumping through an
upper story window. Cool.
The
single player game is a riot, and it is obvious that the author spent a lot of
time not only figuring out the scripting commands but also employed some brain
juice in thinking of what to have these commands do. The level is quite
interactive for a 3rd party single player shooter map, which usually amount to a
bunch of monsters here and there and some sort of exit trigger ... you stalk
around shooting things, find a key, and exit. Yawn. The premise here is
far more ambitious: Blade [you] has to join a HC commando raid on a building
that SinTek has occupied and free some hostages before the bad guys gun them
down. You enter the map with a squad car even pulling up to the structure, HC
Officers engaging the enemy, and need to snuff one of the Goons [or pick up a
fallen comrade's weapon] to arm yourself, a touch I always love to see. The
surviving friendly troops then "secure the location" [re: run around
in place like lobotomy patients with guns] while you fight the opposing forces
in a close quartered, room by room scenario that must have taken a while to
conceive, and a labor of love to construct. Everything ends with Blade emerging
onto the roof for a final showdown ... I'll leave exactly how the map ends as a
surprise.
What
is so remarkable about this level is that it actually works quite well for both
single player [or cooperative] and deathmatch scenarios. This is not an easy
feat -- believe me, I have tried.
One of the rules of thumb about 3d FPS level design is that it is much easier
and more efficient to make a map that is meant either for single player or
multiplayer use than to design for both simultaneously. Think of Quake2 and it's
single player levels ... many of them work remarkably well in deathmatch when
you get familiar enough with their layouts [City1/Outer Courts and the wonderful
Hanger2/Inner Hanger standing out in memory], but many of them simply fail
[almost all of the "Jail" levels, for instance ... gahh]
because the needs of the single player adventure more or less dictated their
structure. Sure, you can add a couple of teleporters to whisk players from one
end of the map to the other, but unless there are 6 to 8 players in the game
they tend to get cumbersome and tedious, and then everyone ends up fighting over
the stupid Power Shield. The most radical thing that Id Software accomplished
with Quake 3 Arena was to do away with the needs of a single player game
entirely, something that they had never done before -- all of Id's post-Wolf3d
shooter game levels supported DM and SP use until Quake 3 [their DM only
levels being the obvious exception -- duhh]. The resulting freedom of not
being constrained by single player events and critical paths led to some
astoundingly original slants to just what a game level could be, even if
I am not that fond of what their designers came up with.
But what CryptR managed to do was to take both considerations into
equal account when conceptualizing Infiltration. Some of my mapping freak
buddies say you just can't make a map that kicks butt in both DM and SP, but I
point to Warehous [and, of course, SiN's majestic OilRig
maps] as a glorious violation of that ideology. I actually prefer this as a
multiplayer map, but am so impressed by the scripting work he did for the SP
game that I keep coming back to it just to study what he accomplished, and am
inspired. Remember -- great art is distinguished by the fact that it suggests
and leads to more art ... I'd like to take a whack at making a Deconstruction
theme map someday. CryptR has shown us there is more to be done with the theme,
if you have the time.
As
for my usual "gripes" department, the only real complaint I have is
that the weapon and item placement is worthy, but a little too straight forward.
Guns and health jars just kind of sit there in the middle of the floor waiting
to be picked up, as if the author was just sort of thinking "Ok time to add
another gun here." But as with most of my gripes this of course will not
bother you one iota in the heat of combat, and I only mention it because every
time I look at the map I think to myself "Gee wouldn't that Shotgun look
better leaning up against the crate, and why not knock a couple of these health
jars on their sides ...", but these are merely esthetic observations
coming from a complete mapping geekazoid dork obsessed with nonsense like how
items look sitting in space. Who cares, really. The fact that CryptR took time
thinking about stuff like ambient sounds and making busted up sparking
electrical fixtures also more than compensate. What is important is the
believability of the sense of place and setting, which are 100% dead on target.
I wouldn't change a thing.
The bottom line on the map is that it is so well constructed and so packed
with interest that it quite simply (sic) ownz -- that's why you
see it so much on the few custom map games that pop up from time to time. It has
a nice sense of familiarity to it that is inviting, and well in step with the
look/feel of SiN's unique game experience. The fact that it kicks for both SP
and DM makes it a rare gem; I'm sure that many people who have played
Infiltration are not even aware that it has single player support [then again
you'd need the script file to make it work right, and .scr files don't auto
download, which I have always thought is rather lame], and the majority of them
wouldn't care anyway. It's a little sad that more people don't realize what a
special experience SiN single player is ... most of my SiN compadres are
multiplayers only, which is too bad. I'd recommend this map to anyone who wants
a taste of what it's like without requiring three weeks of their time to finish.
Yet
it always comes down to the DM these days. Due to the influence and popularity
of games like Quake3, Unreal Tournament and Counterstrike, you almost have to
make the map functional for as many narrow minded idiots who can jam themselves
onto the server at a given time and blow each other to bits, and Warehous serves
up the goods. The single player adventure is a wonderful little cherry on top of
a delicious concoction, and I can't wait for another serving. You can in fact
make a dumb, brainless shooter map that has intelligence.
"Fascinating, Captain."
Download Warehous
from Ritualistic's
stash of SiN files at 3ddownloads.com
by clicking here.
SQ052402
email: squonkamatic@excite.com
You can access Squonk's archive of SiN:
Gold Map of the Week reviews over at Macgamer.com
by clicking here,
and don't forget to visit his multi platform friendly SiN site for custom map
and skin pack downloads and other goodies at http://www.squonkamatic.net/sin.
Related Links:
· Ritualistic's Sin Section
· Ritualistic's Sin Forums
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