Shadowsand AvatarPlanetfall RPShadowsand Avatar

Cerberus

Although Cerberus has had many different incarnations, I have decided to put them all in the same section simply because they are so similar. The first version (inf_cerberus) has the most functionality of the three, and has some of my best work in it. When I first started work on it, it was intended to be a map for the mod Blast Fungus. Sadly the mod proved to be far too unstable to be used properly anywhere, least of all on this map. Still, I tried to focus at least a little more on making it look nice than I had in Planetfall v1. Almost every part of the map has something which was quite an achievement for me.

Most people would say that the most complex part of the map is the workshop. While it is true that it is one of the most complex, the ring transportation system is far, far worse. I had to spend weeks just working out how the theory behind it would work. Normally, switching all the objects in one area with all the objects in another isn't too hard in Hammer, but when you have 4 different areas, and the swap can be made between any 2 of those 4, it gets VERY tricky.

The second version was far less interesting, and far less used. At the time that I released the original, there was a massive emphasis on the RP aspect of GMod, and maps which didn't start with RP_ didn't tend to get many downloads. So, just to make sure I kept as many people happy as possible, I released an RP version around the same time as the original. This version started with all the power online and working, the mess hall and cargo bays weren't in a mess, and there were one or two other small differences.

The final version, only recently released, is for the Parasite game mode. Everyone I know of that has played both versions agree with me that this one is far better than the original. Although I completely disabled the workshop, removed the rings and made the power start online like in the RP version, the atmosphere is far better. I made many areas look a LOT nicer, added several more maintenance corridors and one or two other new areas. It has several features which are unique among parasite maps. In particular, there are multiple areas for each of the needs, and some of the doors can be locked. At first I had planned to remove the lockable blast doors, but I soon realised that due to the needs, a human locking themselves in a room didn't help them at all. It just meant that they would eventually starve. Also, even if someone did have to get through the door, there is the laser cutter. My one regret in this version was not making the bridge look nicer. It still looks horrible, blocky and bare.