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This is a beta


That's right, this is a beta version of Lambda arena. We have big plans for this mod, but for this version, we'll use the recon player model, and the normal Half-Life weapons. You can help make Lambda Arene complete, here's what we need:

*3D WEAPON-MODELLERS*

Simply put, we need a guy (or more) who can do weapons. Here are he weapons we have in mind:

SOG Bowie Knife
Desert Eagle .50AE Pistol
Benelli M-3 Shotgun
Saika 12K Assault Shotgun
IMI MiniUzi Machinepistol
H&K MP5 SD5 Machinegun
Colt XM177 Machinegun
H&K G3 SG1 Sniper Rifle
H&K PSG-1 Sniper Rifle
M79 Grenade Launcher
M136 AT4 Rocket Launcher

As you can see, real weapons, and we're planning on having faster firing rates for the machineguns than the normal MP5 has, making it more realistic. First of all, you're gonna have to work from pictures, as I cannot send you the real weapons (duh), but what makes this job 33% easier than other weapon-model jobs is the fact that we don't need the model you can find lying on the ground. In our mod, you start with a full arsenal, and don't pick up any items.
Skill required: 3D Studio Max, yatta, yatta......

*3D PLAYER-MODELLER/SKINNER*

We're looking for a model similiar to the recon/grunt model in the game, and it has to look realistic. You will probably be working a bit with the 3D weapon-modeller, as we need you to do a few animations for the weapons. We don't need new ones for each single gun, fx. will the machineguns and sniper rifles all have the same holding/firing animations.

You will have to make skins too, and the "base" skin should have a lot of black areas that can have their color changed, as we need you to make a couple of different colored skins. We need stuff like blue, red, green, yellow, etc., "versions" of the skin, and you have to change the color of some things like the hat, backpack, gloves, boots and such.

*MAPPERS*

We need all the mappers we can find, and you don't need to be exceptionally skilled to do a map for us, if you don't want to do more than a single battle arena, then that's all we're gonna ask for. Arenas, as they are called, are a battle area within a *.bsp map, and their goal is to look realistic, and create a fun playing area. We need both small, medium and large arenas, small ones are meant for 1v1/2v2 and large are meant to be able to hold as many as 16 players, 8 on each team.

Full instructions and an example *.rmf are included in the zip (lamap.zip).

We're looking forward to hear from a lot of people, please e-mail if you're interested.



Weapons in the beta



Crowbar: Included in the unlikely case of players running out of ammo. Does 10 points of damage, in order to avoid players using this as an effective weapon.

Glock17: Each bullet does 20 points of damage, and it has a clip size of 50 bullets. This is so that players don't run out of ammo for it so often, an also to make it a fairly good weapon. Max. amount of ammo that can be carried: 300 bullets (Shares ammo with MP5).

Magnum: Deals 70 points of damage, it features a zoom function. Reload rate has been increased to one second (per bullet) and it has no clip size. Max. amount of ammo that can be carried: 20 bullets.

Shotgun: There is no secondary fire, instead the primary fire (using one shell) fires 30 pellets each doing 4 points of damage. The spread is as normal. Max. amount of ammo that can be carried: 50 shells.

MP5: Each bullet does 10 points of damage, and it has a clip size of 40 bullets. The MP5 Grenades are in the game, although they only do 80 points of damage. Max. amount of ammo that can be carried: 300 bullets and 15 grenades (Shares ammo with Glock17).

Crossbow: This features hitscan (instant-hit) arrows causing 120 points of damage. It has a clip size of two arrows, and it takes a little over four seconds to reload a clip. It also features a zoom function. Max. amount of ammo that can be carried: 10 arrows.

RPG Launcher: Has a clip size of 15 RPG's, and has a reload time of about 2 seconds. The laser aim has been removed. Max. amount of ammo that can be carried: 45 RPG's.

Gauss: Each beam causes 10 points of damage. Max. amount of ammo that can be carried: 100 cells.

Hand Grenades: Are included, and cause 150 points of damage. This beacuse of the fact that it's very hard to damage anyone with it, and that 100 damage isn't that much considering how hard it actually is. Max. amount of ammo that can be carried: 10 hand grenades.

Tripmines: These are included to add a strategical element to the game, you could fx. trap your opponent if you're clever - they're also great fun to blow people up with. Do 150 points of damage. Max. amount of ammo that can be carried: 10 Tripmines.

Satchels: Also in the game, as they add fun and strategy to the game. Same damage as in the normal game, meaning 150. Max. amount of ammo that can be carried: 10 Satchels.

Weapons that do not feature in Lambda Arena:

Egon: In one (or two) words: Too powerful. I personally find this weapon l4m3, the same goes for the BFG in Quake2 for example. The problem is that any idiot can inflict incredible amounts of damage with this, and everyone would use it in the start of a match.

Hornet Gun: A gun that does all the aiming for you? Nah......

Snarks: Also a homing weapon that offers unfair advantage, especially if the thrower of them is on higher ground than his opponent.





Now, let's get on to how the mod will (hopefully) look in the future. This section also has game information, so read it no matter what.






Intro




Lambda Arena has similarities to the
Rocket Arena mod for Quake/QuakeII, and is generally inspired by it. However, we'd like to make clear that it is not a direct copy of it, does not "borrow" any code from it, doesn't copy map design, weapons or anything else, apart from the basic gameplay.

In Lambda Arena, you're not Gordon Freeman, you take the role as a Marine from the army. You're not a grunt though, you're among the elite of fighters and are equipped with the latest, most powerful and deadly weapons. The Lambda Arena is an enormous area in a secret place somewhere on the planet, where Marines are sent to test their skills against eachother and other teams. In this place, people don't just train their skills, they face real combat, man to man, and weapons are as deadly as in real life. Ranging from Desert Eagles to Benelli Assualt Shotguns and from H&K MP5 Mahcineguns to M79 Grenade Launchers, you won't just get hurt, you'll die if you take enough damage. However, the Army doesn't excactly wish to kill their own force, and you are therefore brought b                                                                                                                                                                                                                                                                                                                                                                                                   cret. Afterwards, you're back in combat, although you might have to wait until it's you're turn - people take turns fighting eachother. Until you get back, you're in the spectator area of an arena, where you can watch the ongoing fight. All of this may put great psychic pressure on each fighter, and you are therefore allowed to chicken out and stop fighting. You may also choose to fight in another arena if you want to test new strategies or if you're just longing for other Marines to fight.


Design



Lambda Arena maps are different from other maps, in that they consist of different "arenas". This means that each bsp has up to five fighting arenas, each different from the other. You can select an arena on start-up, arenas can be of different sizes, ranging from small up to large, DM style ones. Mostly you'll be put in the spectator area of the arena you've chosen, an area protected by security glass, meaning that you can safely watch the match. If the arena is large, you'll be able fly through the arena, without having to worry walls or anything getting in the way. This is possible by using specially developed technology, which is currently kept a secret. When you die, you'll be put in the spectator area.

In this download we've include la_begin, a map consisting of four arenas. For more maps, visit the Map section at our site.


Rules



General changes in relation to the normal game:



Playing the game

When you join a game you'll be presented to an on-screen menu, displaying the arenas on the map you're on. The numbers next to the arena title shows how many players there are in it/how many players it can max. hold, and either an S, M or L. It stands for Small, Medium and Large, and describes the size of the arenas. You'll then see the teams currently in the arena you have selected, and you can either join either on of them, or create your own team. Your team will have the name "Team 'playername'". You might be annoyed that other players join your team, but that's part of the game. You should be happy if someone decides to join your team. Now, when your team (that means no matter how many/few players it has) wins, the entire team will remain in the arena as winners, and be put up against the next team in the row. The players on the losing team will be put back in the spectator area.

Also, if a team wins five times in a row, it's put back in line. This is to keep LBP's from totally dominating the game.
The rest of the game is up yourself. You may choose what weapons you want to use, what strategies you want to take advantadge of and so on.





Weapons



The original weapons have been removed and replaced by more realistic ones. Here are some pictures of what they look like, hold the mouse cursor over the picture to see the weapon's name.

SOG Bowie 10 inch Blade Knife

Desert Eagle AE .50 Pistol

IMI Mini Uzi Machinepistol

Heckler und Koch MP5 SD5 Machinegun

Colt XM 177 Machinegun

Benelli M-3 Shotgun

Saiga 12K Semi-Automatic Assault Shogun

Heckler und Koch G3 SG1 Sniper Rifle

Heckler und Koch PSG1 Sniper Rifle

M79 Grenade Launcher

M136 AT4 Rocket Launcher





Contact



Prodigy
Founder, ideas, mapping, menu interface, art, website, documentation

PTB L PTB
Coder/programmer, ideas, mapping

Please e-mail us for bug reports, questions, general comments and other stuff related to what they've been working on.