You start in The Red Area and must make your way to the escape aircraft.
Unfortunately, the aliens and army grunts don’t want you to get there.
Fortunately, you have enough weapons and ammo to disagree, most violently I might add, and do as you please.
Good luck, because this is a tough challenge!
- Title: The Red Area
- File Name: of-sp-the-red-area.7z
- Size : 10.4MB
- Author: Necromancer
- Date Released: 04 August 2011
This map has been slightly modified by 23Down. He added some health packs and two auto-save points. This release has been sanctioned by the original author.
Download directly into MapTap [10.4MB]
You MUST have MapTap installed before using this link.
You can still use it with MapTap once you have downloaded it.
- Copy the_red_area.bsp into your gearbox/maps folder.
- Copy all the WAD files into your gearbox/valve folder.
- Launch Opposing Force
- Open the console and type map the_red_area.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Technical Help page.
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
5Last 7 days
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Using Gauge: Users
Manually: 2 Users
Average: 0 Hours, 19 Mins
Shortest: 0 Hours, 8 Mins by Dr. Amazing
Longest: 0 Hours, 30 Mins by Bolx
Total Time Played: 2 Hours, 28 Mins
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I was in two minds about this one. On the one hand it was fund to play and the gameplay is definitely the most important aspects of this map.
But on the other hand, it’s just a series of connected rooms and areas and has little progression expect for a particularly difficult end section.
The author’s releases are definitely getting better, but what we really need is more focus on creating realistic settings within a better planned whole.
I couldn’t agree more with Phillips original review to the situation & the map itself. Mapping wise the author makes slow progress but game play wise it’s more or less the same old story like in his other maps. At least and that’s the good thing can we finally see some improved monster placement. Except for the ending he balanced the monsters well enough and not just in a straight line like it was the case for his other maps.
Keep working on your maps you’re getting better. 🙂 Your next step should be to build something meaningful with lose story elements included.
Give it a try when you’re in the mood people.
[AUTHOR] Hey 23Down. Thanks for your addition to my map. Also, in regard to what you said about a more realistic map with lose story elements: I believe I have already created what your talking about.
I made a map, or I should say mod, which consists of about 12 maps should be released on this site probably anytime. It is called Ground Zero, and I think that it is my best work yet. I hope you all enjoy it when it is released. Not sure when it will be since I am not actually uploading my maps on this site, but hopefully not to long 🙂
Hello, author, I’d like to suggest that you change your mod’s name, since there’s already a mod called “Ground Zero’. It is on this site as well. I hope it wasn’t too much trouble to come up with a name though
[AUTHOR] I actually did not know that there was a mod by that name when I created it. I think it may be too late to change the name as I have already posted it on a different website some time ago.
When I saw this was by Necromancer I groaned, but it was in fact a little better than his last two in the OFNF and indeed had some fun value!
The first thing I would like to say is well done to Necromancer for allowing 23Down to make a few modifications, it shows he is willing to learn and accept help.
For looks this is much better than the previous two although it is nearly a year older than Bomb Squad and the gameplay is better too. I pretty much used the Desert Eagle throughout and occasionally the Spas 12, but in the final battle I really would have liked some grenades. One part I really did not like was the underwater chambers, they should have at least had some air space at the top, or just one door in and one door out.
Well all I did was compiling the map. He originally just released it as .Rmf format (hammer editor format) then I added 2 med packs in the water area because any player which would be low on health couldn’t continue without cheating on that point. Then I added 2 auto saves because it frustrated me that I had to restart by 0 after dying near the end.
But ya thanks for your permission and as said before Necromancer feel free to contact me. I can help you with tips for the Hammer editor 😉
don’t underestimate what you have done, Necromancer is someone who knows the basics but just needs a little nudge in the right direction. He is obviously willing to learn and you have offered your help, of which I say good for you for offering to help and good for him for accepting it. If you have put him on the road to making better maps and mods, we all benefit.
Thank heavens you added those healthpacks in the water. I needed them since I was so low on health at that section.
Like the other have noted, this map is a improvement upon the authors last maps.
One odd thing I’ve noticed about Necromancer’s maps is that they have big file sizes for single maps (probably due to unnecessary wads being included).
The Architecture was great as with the Texturing but the Enemy placement and Item placement seemed out of place and amateurish (the final stretch of Grunts was just ridiculous).
Although this map had the Deagle, Pit Drones and Gonomes, this map didn’t use any Massn’s for some reason which feels out of place considering that he actually used a considerable amount of OP4 content in this map.
The Wheel turning “puzzles” were overused (I think they were used about 5 times).
Overall this map had some great Texturing and Architecture but is somewhat let down by it’s sloppy and odd Enemy and Item placement.
[AUTHOR] Do you know how to determine which wad files are used in a given map? I have always wanted to know this so that I wouldn’t include more wads than needed; just like you said. But I don’t know how to determine which wads are in use.
Even when I check the map information it “tells” you which wads are being used, but it lies to you. I have posted maps with the wads that the editor told me were in use but then players tell me that such and such wad files are missing. You know how to easily find out for sure? Thanks.
Yes, you can get the wad files used from Hammer (it is accurate) or from the compile output. The problem is that the bsp will look for all the wad files you have in your list, whether they have used textures or not, so the way to fix this is to remove the unused wad files before compiling your map and sharing it with others.
This isn’t a good place for mapping help, I suggest TWHL (I know you already post on Snarkpit but TWHL is more active for Half-Life 1).
Yes, it’s much better than Bomb Squad or Corruption. At least we’ve done away with the gaudy flashing lights, and the architecture and texturing is improved. Things look better. Still very blocky, but better.
That said, we have much of the same gameplay. In the end it’s a killbox style map, just spread out (killhallway?). You just make your way from point A to point B and shoot the numerous baddies in your path.
Quick advice as a mapper: similar to what the others have said, work on building something with intrigue. It doesn’t need a story per se, but atmosphere goes a long way toward building interest. Make the areas have meaning, and make them look and sound good. Try your best to get away from the room-hallway-room model (it is still difficult for experienced mappers, trust me). You don’t need an enemy in every room.
Another maybe from me. This is the best of Necromancer’s maps so far in the OFNF: the level design is much more detailed and looks better and the NPCs are set up in a way that makes them fun to fight. There is a progression through various different areas, but they are mostly just different varieties of corridor, none of the locations really seem to have a purpose or atmosphere. As I mentioned the enemies are OK, but I thought that the “heavyweight” NPCs like Alien Controllers were overused.
There are still some problems, for example there could be more ammo available in places. I used god mode in the underwater section because I didn’t have enough health to reach the health on the other side of the door. There are also some weird unnecessary elements such as a long, slow elevator which keeps stopping, just to lead to a (invisible) teleporter.
In addition, the finale is just ridiculous, basically a chain of rooms literally filled with grunts. Apart from anything else they take ages to kill, and you will have to run into the crowd to retrieve enough ammo to dispatch them all.
Overall this is a map which is not bad but not amazing. I would recommend it to players looking for some basic combat, but don’t come expecting puzzles or atmosphere.
I guess this has been the best so far, tough is linear as hell, and the ennemies are just placed I one standng position so the whole thing as I said feels really linear and dull.
Tough is nice because at least u have some more combat than other crappy maps for OpF available.
So give it a try at least is entretaining for few minutes and u can make it more fun if u add the complete weapons for OpF with impulse 101.
I think that another thing that makes mapping hard for me is thinking about what health and ammo levels other players will have at certain points. Since I am a perfectionist at Half-Life I always feel like a must have as much health as possible as well as ammo, so this being the case it is very difficult trying to imagine what other players will have.
Since I have 100/100 at some parts in my levels I think it seems like adding more health/ammo would make it too easy, but in reality sometime players actually struggle with said parts. So any ideas how I can try to compensate for this? Thanks!
Get a variety of different players to beta test the maps at early stages of the map’s development.
Yep, I second this. Have several people play it at different skill levels and get their comments.
We go through corridors and rooms with simple design and textures from Someplace Else. There are well balanced fights with hostile soldiers, zombies and various aliens. The door at the beginning crushed one of them, after that door move sound looped endlessly.
The progress causes some interest: there are underwater swimming, power generator, elevator. The teleporter doesn’t use any special effects.
In the end we find big crowd of soldiers, but it’s easy to kill them from behind the corner. Then an outdoor area with flat cliffs and weird aircraft.
Overall, this could be a nice little map if the design was better.