Lamont World Arena (Beta 1)
Joyeuse

There's a riot going down at the Skid Row Lamont L. Lamont Supermax Prison. There's no visitation, and my buddy Lenny says they do fucked-up experiments in there.

Players spawn into the 4 side rooms and either walk to the arena's floor level and grab a shotgun or zip to the upper level overlooking the arena for light armor and the rocket launcher. In the center of the arena is a belligerent Lamont swimming in a vat of toxic waste with a grenade launcher, and above the vat is a lid that continually opens, malfunctions, and drops shut with a crash, each time depositing fresh heavy armor and a full heal. Staying in the center of the arena gives you the best stuff, but you have to avoid the stage hazard and are completely exposed in a large area with 8 entrances.

This began with the floorplan from the Marathon 1 map Waldo World Arena and transformed into a bizarre multi-level supermax prison built around a giant vat of toxic waste and a stage hazard crusher.

Original floorplan exported from Marathon 1 with Weland, exported from OBJ to MAP in Blender with io_export_qmap, map designed in Trenchbroom 2025.3, exported with ericw-tools alpha 10.

I wanted to make a simple deathmatch map with nice visuals that uses only stock Kingpin textures. Then I got a little carried away. This beta should be feature-complete, but if it ends up being popular, I intend to add more decoration to the spawn rooms. Most of the spawn rooms in Marathon had alcoves with teleports that send players to the upper level, but in keeping with Kingpin's theme, I instead went with a fast-travel sequence that quickly brings the player through the prison backrooms and deposits them at the top behind a locked door.

.MAP file included so you can see how the various tricks were done. Because I love you.

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Special tricks and features:

Projected textures: The arena is mostly lit by floodlights that shine through the fenced flooring, achieved with ericw texture projection. The projection is a custom texture of the fenced flooring inverted, but this is written directly to the lightmap instead of needing the texture.

4 skylights: The spawn rooms are mostly lit by outdoor skylights that shine through the windows, color-coding the rooms so it's easier for players to tell where they are (colorblind players can also observe the number printed in the lit sign). Each of the 4 rooms uses top-hemisphere skylights (sun2), but is configured with a light object to be color-coded and only shine through specific textures, allowing for multiple different skylights.

Crowbar start: All spawns coincide with a crowbar with its model set to null. The effect is that everyone starts with the crowbar.

Floating weapon: The grenade launcher sits at the top of the vat of toxic waste but doesn't fall into the water because it begins on a 1-unit func_wall (deleted shortly after the level loads), and is held in place by a 1-unit trigger_gravity brush below that with its gravity set to 0.

Zip teleport: When entering the spawn room alcove, doors open, zip the player through the backrooms, and deposit them at the top behind a locked door. This one-way trip is done with a series of trigger_push objects at 90-degree angles and various clip ramps. The doors are func_door_rotating set to mist for the visual, and a full-alpha func_door that slides out and back in for the collision to avoid issues with players blocking rotating doors. A 3rd func_door set to mist and unlock -1 sits at the top to create the "locked door" sound when players try to head back down the one-way passage.

Swimming NPC: MH mod (and other mods that support multiplayer NPCs) players can see Lamont swim around in the toxic waste. He is a cast_bum with 2x scale and Lamont's skin values from sr2 (aka e1m3) set, riding a func_rotating under the water level.

Slamming lid: The lid is a func_train_rotating, one of the few brush entities in Kingpin that can directly damage players and not be blocked. It follows a path with 4 nodes—up, down, and a quick up/down bounce—and uses path_targets to trigger sounds and effects, so that the sequence is still timed correctly even if the lid is delayed for a moment by crushing a player or item. The sound effects use trigger_relays for the echo effect and target_splash for sparks and smoke effects.

Manual respawn armor and health: Heavy armor and health spawn on the vat lid every time it's dropped from the ceiling. This involves some moving parts: a func_door moves out of the way to allow space for the spawn after the lid reaches the ceiling (and players/items are crushed), then target_spawners create the armor and adrenaline, given a brief delay for items to land on the lid, then the lid drops while the  func_door in the ceiling returns to hide the gap used for spawning items. Items in Kingpin are not removed from the world until they are destroyed, and picking up an item only hides it for a brief period, so target_spawner is usually unused because it will lead to an infinite amount of items. If items are picked up, they respawn 30 seconds later in the same position they were picked up in, and if not on solid ground will instead appear on the nearest floor under the item's center coordinate. In this map, picked-up items therefore will respawn somewhere in the air and zip to the floor deep inside the vat before they reappear, inside an area separated with an areaportal brush to hide any graphics or sounds when a small func_door wipes back and forth to destroy any items that fall down there. If the items were instead not picked up, they are removed by being crushed when the lid raises.