Everyone’s Mortal But Me

Deathmatch/Power2, 6 to 12 players
Bagman/CTF, 8 to 16 players

Read more and download →

 

Everyone’s Mortal But Me began as a conversion of the Marathon 2 deathmatch map of the same name and then underwent major changes with some new design.

The original map features a central tower, 4 elevators that all move at different speeds, 2 high rooms on the N and W sides, and 2 teleporter rooms at ground level on the S and E sides that connect to the high rooms on the opposite ends, as well as a secret room that hides an invincibility powerup (making everyone mortal but you).

The Kingpin map features:

  • Low gravity (slightly heavier than Marathon’s)
  • Consistent and fast elevator speeds (avoids confusing players and creating asymmetry in team games)
  • Adds 2 sub-floor spawn rooms
  • Adds 2 rooms with safebags and chutes back to ground level
  • Teleporter rooms and high rooms are now on the N and S sides and teleporters send players to the room directly above (Marathon’s layout is confusing)
  • Jump pads added to the tower in the Bagman version
  • Adds hills to the ground level
  • A giant fan above the level that sucks in and explodes players who get too close (this makes rocket-jumping to the safebag rooms from the high rooms more difficult)
  • Removes the secret room with the titular invincibility powerup (Kingpin does not have an invincibility powerup. This could have been heavy armor instead, but secret rooms in multiplayer maps are a bad idea imo, especially ones that give players who know about them an unfair advantage).

Original Marathon 2 map

Kingpin map

The Power2 version behaves similarly to Marathon 2’s King of the Hill mode, with the only control point on top of the tower.

The Bagman variant features 2 extra rooms for the safebags which are accessed from jump pads atop the tower. The cash drop is also on the tower, making it a chokepoint for all objectives and a hotspot for battle.

The teams spawn in new underground bunker areas with teleport pads and one-way doorways, then ascend a wide ramp into the arena. Hills were added to the central room’s corners to add some variation and verticality. Players can access the central tower with elevators from the ground level or use the teleporter rooms on the sides to access the high rooms for a rocket launcher and armor. Players can teleport back down from there or make the jump to the tower, but will land on a ladder that they have to climb to the top.

The map was recreated by eye from its Marathon 2 counterpart in Trenchbroom 2024.1, textured with the original Marathon 2 art, heavily modified for Kingpin, and compiled with kptools 220 (QBSP, VID, QERadiant derivatives for Kingpin) and ArghRad 3.00t (these are similar to the KPrad 1.1 compilers distributed on the Kingpin CD but updated for 64-bit and have some extra features).

 


Special tricks and features

Lightramps

Lightramps are disabled for multiplayer in vanilla Kingpin, but the community patch used by modern servers re-enable them. Two spotlights with 4 lightramps (1 fade in & 1 fade out per spotlight) queue for each elevator as they move up and down. The elevator shafts are textured with lights, so the elevators will expose more light as the platforms fall. This creates a neat effect where the level is constantly shifting its main light sources and also serves a gameplay function by showing players which elevators are available to ride.

A 5th lightramp per elevator controls the light for the elevator platform. With this, the elevator platform can be darkened at the top (as the light from the shaft is occluded), and lit again when the elevator starts to descend.

Lightramp node (red) placed to show where the ramp event happens

Elevator placed under level, top lit by light targeted by lightramp

 

Closable safebag room doors

Default state (open)

Button shot (closed)

The doors to the safebag room can be closed by shooting the large blinking red buttons above them. This will smash any player in the doorway and block anyone from entering for a few seconds. Then, the door will open, and the button will reactivate a few seconds after.

This mechanic creates satisfying strategies on a level where it would otherwise be extremely easy to raid the opponent’s safebag. The tide of battle can swing very quickly when players defend their team’s safebag door and prevent the other team from defending theirs.

Kingpin allows players to press buttons over extremely long distances and even through walls with the ‘activate’ key and does not allow mappers to disable manual activation on shootable buttons. The hitbox for manual activation is a fixed radius from the entity’s center, while the hitbox for shootable activation includes every solid brush in the entity. So, the fix for this was to include a brush in the func_button hidden in a closet far behind the visible button—this moves the entity’s center out of reach for manual activation. A large invisible cylinder was also placed over the visible button to extend its shootable hitbox as a gameplay tweak because the default weapon on this map is a shotgun with a wide spread. The visible button is content:mist and cannot be shot—it is instead activated by the larger invisible button.

 

Safe-landing zones

Falling damage is enabled by default in Kingpin and usually active in modern servers. As a result, thin trigger_push brushes were added to a few surfaces that players are meant to survive if they fall onto them. This applies to the bottom of the chutes under the safebags and also some awnings that were added under the high rooms and safebag rooms so that players who miss a jump to these areas bounce to safety instead of taking massive damage.

Chute bottom and awnings above the sub-level spawn rooms

Awning above the teleporter rooms

 

Giant spinning death fan

A large fan above the arena sucks up any player who gets too close and explodes them while a speaker broadcasts their screams to the entire level. The danger zone is marked with a caution line to give players a visual cue. Realistically, players will never end up here unless they try to bypass the tower by rocket jumping from a side room to a safebag room, or in rare cases where shotgun blasts catch them in the air and push them high enough.

Once in the danger zone, a trigger_push slowly raises the player upwards into the sound effect and kill trigger, and clip walls guide the players into the blades.

 

Anti-spawncamping walls

Since all of the spawns in Bagman are in the teams’ sub-level bunkers, players may be tempted to camp the enemy spawn. For this reason, the bunker has 2 exits that are both protected by trigger_push walls that ensure players cannot enter the spawn room. These exits are marked with one-way “X” symbols that are key:model replacements on weapon_blackjack (Kingpin has no generic model loader, and the “blackjack” refers to the pipe every player spawns with, so it cannot be picked up). Shotguns and adrenaline (full heals) are also provided at the spawn exits so spawning players can defend themselves against would-be campers.

 

View from inside spawn showing both exits (X is invisible from behind)

Spawn exit in Trenchbroom

 

 


Download

  • Map: Direct (contains all versions and source MAP file)
    Note that this was an early level and there are many errors in the MAP file