![]() The team worked on the project for a few months before they ended up abandoning it, choosing instead to focus on Counter-Strike. Barking Dog had also rebuilt Quake's player models to make them work in Half-Life. However, Valve felt they still weren't correct. Valve gave them feedback that Quake players then were not interested in this type of enhanced visuals, so the team went back and redid the maps with classic lighting. According to Mair, there were a lot of players at the time which hadn't embraced Half-Life's deathmatch, and Newell was interested in trying to bring them over.Īt first, Barking Dog took the original maps and redid all of the textures and lighting to make them look more modern. Gabe Newell had asked them if they could port Quake's deathmatch mode to Half-Life and remaster it. A hologram table sits in each base showing the current status of each security door.īarking Dog Studios was the first team to work on the mod Deathmatch Classic. One Red and Blue keycard is placed in their respective base, while a neutral Green keycard sits within a contested zone in the middle of the level. This gains access to the map's Control Center where they can launch the missile, achieving victory. Taking place in a large missile silo, Eleventh Hour is a Tug of War map in which both teams must deliver two keycards to each of the security doors located in their enemy's territory. You can download the maps from this link.Įleventh Hour (eleventh.bsp) by Chris Mair However, to Mair's dismay, few players discovered the maps from this limited release, relegating them to near unknown status afterwards.Īfter Team Fortress Classic, the team moved on to work on Counter-Strike. Barking Dog worked out a deal with PC Gamer magazine to include the levels on the cover disc of their May 2001 issue. Despite this, some of the content from these maps can still be found distributed with various versions of TFC.Īs Valve decided not to include the maps, Mair received permission from Gabe Newell to release them independently. While they were intended to be officially included with the game, this plan was never carried out, and Mair remarked he wasn't sure why Valve came to that decision. The levels had proved popular in their internal playtests and those with Valve. Mair states that their goal with these maps was to create new game ideas that broke away from the standard 2Fort-style of gameplay. Of these levels, three were completed and released. Barking Dog Studios worked on four maps for Valve's port of the popular team-based Quake mod Team Fortress, Team Fortress Classic.
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