NO RENO NO...FULL compile.
I'll hold my vote for you my friend!
/me huggles reno
NO RENO NO...FULL compile.
I'll hold my vote for you my friend!
/me huggles reno
LOL ![]()
We just had a nice little session on mine, CJ's and Ferret's maps. My impressions are...
Ferret's "dm_fairytale" is polished as hell with a few suspect areas, for instance the caves are a bit buggy and the waterfall is still tricky to use. We had just the right amount of people for the map I reckon (5 of us) and gameplay seemed good - plenty of up close and personal shotgun and crowbar fights in the interiors with just the right amount of spam potential for the exterior. Lack of vertical play is perhaps a bit of a worry - most of the action is single tiered - and it does mean that gauss jumping is all but pointless, but it was fun nonetheless. And of course it looks ultra-sexy, meaning it will definately be in the running for the top spot.
CJ's "Persian Letters" has more potential than pretty much any other DM map I've seen, but in its current shape it leaves quite a bit to be desired. Anomalies such as func_illusionary handrails with no clip brush, or seemingly solid bits of rubble that you can fall righ through, detract quite a bit from the stunning first impressions. It runs like a dream considering the awesome grandeur and detail, and while gameplay was hampered by some questionable weapon placement (which can be attributed both to CJ's original plans for a non-DM game mode which has so far failed to materialise, and no doubt lack of time) the layout and z-axis combat mean this could be one hell of a player as well as a looker.
My map, currently just known as "flatshaded", ran better than I expected it to given the ultra high w_poly, and was quite playable even with a 200-300 ping. As it has no weapons so as to maximise performance, the modified initial equipment provided an even playing field right from the off, every time. Unfortunately it also reduced the sense of purpose in the gameplay - normally accumulating weapons gives a reason to explore, but in flatshaded that reason is stripped away and means you might as well stand still and wait for the action to come to you. Lack of scenery variation also hurts it somewhat - time dictated I HAD to use a near symmetrical layout and this doesn't make it hugely interesting to look at or play. But it does have sharks, and lets face it, that means it should take the number one spot ![]()
CJ's "Persian Letters" was a game from the console! He took the persian feel from Price of Persia and nearly perfectly duplicated it for Halflife. He did it wonderfuly! It was great to look at! Sadly though for the 6-7 players playing, it was a tad large for any good consistent gameplay. I found myself lost and searching for players most of the time. The crossbow was tad too easy to get, but I'll attribute this to the fact he didn't have time to test the placement. I did notice his lighting was bland in parts. If the gamma was up'd more color could probably ahve been recieved. It was mostly global light which was sad. Also the ladders are a must change. Relying on so many was poor in my opinion. It got pretty annoying to try to get over some ladders. Other ladders seemed to be really far away from the actual brush! Also I tried to run over books but got stuck, use a clip brush to make a ramp out of them. Congrats on such a work of art, a little work and this will be a truly memorable deathmatch map.
Reno's "Flatshaded" was enjoyable. I found that the fact you spawned with weapons a tad disapointing though. Players simply gaussed everywhere and the action got a little tedious. Though the map was an amazing visual masterpiece. Few maps have suceeded so well in looking so god damn wonderful! The skull is an image that will stick in my mind for a long time. I gaussed up into the towers and sat there for a while enjoying the scenery. Though the one thing that stands out above all, is the sharks. That was a beautiful touch to say the least. Congrats on such a masterpiece.
My "Fairytale" was ok. I found that most of the map was polished, the last section Irushed to add simpmly did not cut it as much as I hoped. A tilted window near the awkward stairs did not go additive like the entity clearly tells it too. HOMs plagued the new caves. Clipping was ok in places, but others the hull totaly disregarded clip brushes placed to fix the errors I knew it would create. My map was incredibaly taxing on VIS taking over 11 hours on a 64bit FX-53 with a gig of ram. Reno's assessment that the vertical combat was lacking is totaly correct. My only defense was that it wasn't planned for sadly due to time constraints and other pressing mod work. Little errors that I noticed also popped up, but again I defend myself by saying "Hey cmon, I only had one compile to get the whole back area right before the map was due." One of my greatest pleasures in the map though is Alice in wonderland. From the get go I wanted it to be day outside and night inside and I wanted very much for the skies to be different for a bit of a yin yang effect. I found that if you take a dark texture and put it in the lights.rad it will be full bright, but still dark. It will also most importantly not get any shadows applied to it, making it look like its another sky brush. Though its not perfect, it did its job and I was quite pleased with it. Overall it was a wonderful little map and I urge everyone to open up the RMF in the download and take a look at it for ideas on how you can do things in the future. And remember, clip nodes are your friends.
| ? quote: |
| Also I tried to run over books but got stuck, use a clip brush to make a ramp out of them. |
So has the deadline passed now then? When will all the maps be available to d/l? I'm waiting on them all being available so I can look at them all in one sitting ![]()

and RENO WINS! ![]()
www.mapcore.net is having a glorious time with Campaign and my Maps, you guys should post yours there too and blow them away lol
Not a chance ![]()
I pimped the competition over at the HLCCL (Half-Life Clan Collision League), so that should see downloads boosted up a bit ![]()
hlgaming.com has an article up as well.
Lep, you think you can package all of them up into one mappack or something? (ignore this if you've already done/are doing this)

I can't really due to my connection, BUT if someone does ZIP up all the maps into one and puts it online somewhere I can try to get this site to automatically download/upload it...

force, i've started uploading the zip that i made earlier.
i find it quicker to make one big zip if i'm installing lots of maps together.
all i do is put all the maps in a folder on the desktop. the zips that have 'valve' root folder get right clicked/extract here. then drop the others into the valve folder thats just been made, and right-click/extract here. everything ends up in the right place, other than the couple that are only a zipped bsp+txt. they're easy enough to drag and drop to their right folders.
the zips like persia and hogwarts, that want to be unzipped to their very own folder
get r-c/extract here. then 2 seconds to make a new zip from the contents of the unwanted root folder, that can be extracted as above.
simple, and it means i avoid 20 episodes of guiding the winzip wizard all down my directory tree to the bowels of steam. maybe thats why it seems a lot quicker.
How are we supposed to judge these maps? Are we supposed to look soley upon the chosen theme and how well it was implimented, or are we supposed to judge them as DM maps first? Some of these maps work very well as DM maps, but have a paper thin or poorly executed theme (A_S's and mine respectively), while others are average DMs at best but with awesome themes (CJ's and ReNo's). And where should we draw the line on errors? Obviously some are inevitable (and can be overlooked), but at what point do they get excessive enough to drown out the DM/theme strengths?

Playability with no theme to it hasn't paid attention to the rules; theme with no playability also ignores the "it should be a playable Half-Life Deathmatch map" rule (but perhaps to a lesser extent, but the whole purpose of this and previous competitions has been to make a DM map). So I guess, theme comes first but no playability should severely 'discredit' it...
I say this having not looked at many of the maps btw, so I'm not picking on anyone ![]()
Hi everybody. First of all, great site with great maps.
As some of you might have read on the HLCCL forums (from which I am banned
) every map from the Mapping Competition, and loads of others are available on these servers:
Pure Chaos AG6.6 #=pc= [ARENA]|15ms|131.211.231.89:27015
Pure Chaos AG6.6 #=pc= [TDM]|19ms|131.211.231.89:27020
It's Steam, HL AG. You can download AGmod here: http://www.uhl-null.de/storage/ag_66.exe
To vote a map, you have to bring down the console and type:
vote <mapname>
To vote on a vote that someone has started, simply type yes or no in console.
A few weeks ago, I've uploaded about every single map there is on the Pure Chaos AG6.6 server. Latest count of maps available is approximately 1315
. If you feel like your map needs to be on it, contact me on irc: irc.quakenet.org , channel #=pc=.
Regards,
crz aka Rush|PC
Thanks crz.
I've decided not to review maps which are obviously incomplete or not really worth a review- atrium and smallest_map_ever both come to mind right now. I'm not sure about flatshaded and the other 'halfway there' maps- persia, fairytale etc.- I will review them if they are finished and you won't do any more work on them, otherwise a full review can be deferred to when they're complete (if you want). Pulse and Abstract Towers both have full reviews written up for them (well, pending some playtesting anyway!)- I'm going to upload the Abstract Towers one, but the score reflects it as a map rather than a competition entry and how I've judged it for that. However, all entries will have a bit written about them for the competition page describing them quickly and talking about their theme.
