Tactical Ops - Custom Maps

Tactical Ops - Custom Maps

What?

I used to spend time creating custom maps for the video game Tactical Ops (basically Counter Strike, but on the Unreal Engine).

This is all really old stuff so most descriptions, if any, come from an older site.

Mental Mapping Mappack

I was part of a collective of mappers called Mental Mapping, that released a pack of 12 maps.

TO-MM-Daylight

Who doesn’t like a good Stallone movie? Well at least as a kid I thought Daylight was one, so this map was inspired by it.

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TO-MM-Resosector

I helped finishing this map created by another team member.

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TO-MM-Bushido

I adapted this MFB map by another team member into a full map.

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Tactical Ops - Mapping Forum Battles

The Mapping Forum Battles were unofficial competitions held at the official Tactical Ops forums, where mappers tried to create the best maps within certain constraints. After each battle, a winner was determined by a poll.

TO-MFB3-Blizzard

The rules stated that we had to implement a “TO_ConsoleTimer”, which is basically an object that the player has to interact with during a certain amount of time without being interupted and that it had to resemble stealing an item. There was also a size limit, which was 1024x1024x2048 Unreal Units.

My map featured a snowy environment with a secret weapons lab hidden away underneath a small group of houses. The OICW (A very powerful weapon in Tactical Ops) could be obtained by one team after fighting their way into the underground base and hacking their way through a security system. The OICW could then be used to kill of the remaining players of the opposing team.

This map was created in Unreal Editor 2 for the Third Mapping Battle, somewhere between 12-08-2003 and 13-10-2003.

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TO-MFB6-EndOfTheLine

The rules stated that the setting for the map had to be a Train or Subway station and that we had to implement a “TO_ConsoleTimer”, which is basically an object that the player has to interact with during a certain amount of time without being interupted for one team and implement a hostage rescue scenario for the other team. There was also a size limit, which was 2048x6144x3072 Unreal Units.

My map used both a trainstation and a subwaystation, but the size limitation didnt give enough space to execute it very well. Special Forces had to rescue hostages and the Terrorist had to activate a nuclear device located on a train.

This map was created in Unreal Editor 2 for the Sixth Mapping Battle, somewhere between 16-03-2004 and 17-04-2004.

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TO-MFB7-DecayedTemple

The rules stated that the setting for the map had to be “Ancient” and that we had to implement a “TO_ConsoleTimer”, which is basically an object that the player has to interact with during a certain amount of time without being interupted or implement a C4 bomb scenario. There was also a size limit, which was 4096x5120x4096 Unreal Units.

My map featured an ancient egyptian temple. One of the teams had to enter it and retreive valuable artifacts.

This map was created in Unreal Editor 2 for the Seventh Mapping Battle, somewhere between 22-04-2004 and 02-06-2004.

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TO-MFB10-UrbanComplex

The rules stated that we had to create an indoor environment. There was also a size limit, which was 4096x4096x4096 Unreal Units.

I created a high tech building which terrorists had to break into and steal a weapon being manufactured there. Because this was going to be the last map I would be create for Tactical Ops, and with Unreal Editor 2, I wanted it to have a realistic feel to it and also push the old engine to its limits, while still keeping the map fun and playable for everyone.

I feel I succeeded in this goal, especially the visual part, when comparing the level to retail Tactical Ops or Unreal levels.

This map was created in Unreal Editor 2 for the Tenth Mapping Battle, somewhere between 29-10-2004 and 29-12-2004.

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