Posted by Naklajat on Sat Jun 30th at 4:52pm 2007
Installation:
Extract the contents of the zip archive to your *half-life 2hl2maps folder.
To load them type 'map snark' in console and use your arrow keys to select one, then hit Enter.
While you play pay extra attention to: Aesthetics (How good it looks), Craftmanship (How well it's built/runs), Creativity (How awesome the idea is!), and Game Flow (This one's a bit ethereal, does it flow well from one event or area to the next?)
Once you've played them all vote for your favorite!
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Posted by DrGlass on Sat Jun 30th at 9:36pm 2007
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Posted by Finger on Sat Jun 30th at 10:19pm 2007
They all start the same, since this is round 2 and each map was built with map 1 as the base. Keep playing and you will see that each of them diverge at a certain point into different maps.
It does sort of suck that people have to replay map 1 so many times just to see the round 2 maps.
Posted by Natus on Sat Jun 30th at 10:31pm 2007
Posted by Riven on Sun Jul 1st at 1:22am 2007
I have more to say about each of the maps later, but here is a .zip of some demos I took while playing the maps: riven's demos
Instead of just sending them to the contestants themselves, I figured everyone would get a kick out of seeing how someone else went about playing those maps. Don't laugh!
Enjoy!
-Riven
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Posted by Le Chief on Sun Jul 1st at 2:12am 2007
Thanks for that riven and I will laugh if I feel the need.
Ok I haven't playin the round one maps and will do after this but here we go.
Fingers map: I thought this map was the most complete and had the most effort put into it. The goal was very strange though, Activating a teleporter. However this does leave open many possibilities of where you will end up. And maybe I wasn't listening or was to busy looking at the details but the goal was unclear. I also was unaware that the teleporter was up and active and walked into it by total fluke. And was that your voice I was hearing?
Reapers Map: It felt incomplete. The gameplay was nice and simple. I felt I was doing damage and moving forward through the map at a good speed. Thats very important in shoot em up games. Even at the end part where you face heaps of combine and manhacks I still felt that I was moving forward. However this gameplay can get very repetative and boring after a while.
Redwoods map: In this map, redwood decided to take a turn from the combine train station theme and go down under. This map to me also felt incomplete. The gameplay was simple and I felt that the map lacked ambient sound. It was very short to. But it was nice to see some zombies. But I think that you should have spent more time on this map.
To conclude: I feel all three maps had the potential to be better but I think that you guys ran short of time. My vote goes to Finger because his map was the most complete and felt finished. I had fun playing all three maps and you guys did a nice effort. None of these maps where crap they just lacked some lovin probley due to the very limited time that they had. By the way as I said before I haven't playin the other three base maps but your base map finger, is good. Its awsome how the civilians get shot in the back.
Posted by G.Ballblue on Sun Jul 1st at 4:04am 2007
As far as Reaper's goes, I thought the manhack ending kinda, well, annoyed me. It didn't help that I had been fighting my way through tons of manhacks in the other maps (this is actually attributed to how all three maps have the same base (duh) and thus, all of them have quite a few manhacks in them). Graphically, some of the areas in the map needed some touching up, since the map seemed to suffer from a lot of redundant gray/concrete textures.
Redwood's zombie bit, like what Aaron said, was nice and refreshing from the grunt fest of the previous two maps, and I liked the cave theme a lot. Unfortunately, that semi-industrial area at the very end of the map needed quite a lot of work. Those random heaps of dirt came off looking giant blankets covering junk, and they didn't fit in very well.
So, I guess Finger gets my vote!
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Posted by Finger on Sun Jul 1st at 4:44am 2007
Hey, thanks for the feedback. It's great to hear where people got confused; I felt the map could be potentially confusing at a few spots, so this info will help me make it better.
If you listen to the audio (which might be hard to hear at points), you should get an idea of what is going on, but I'm certain it could be handled better. I had initially planned a fully choreographed npc scene to help tell the story, but just didn't have the time to do it right, so I chose to go with audio over the intercom.
And yeah, that was my voice (ack).... though I messed with the pitch some. Npc dialogue/scenes is the real bottleneck for this type of stuff and could definately be improved, but hey, you do what you can in 3 weeks " SRC="images/smiles/icon_biggrin.gif">
Posted by Stadric on Sun Jul 1st at 4:48am 2007
As a contestant, I could judge based on how I would like to continue the map. If I wanted to stay with the combine theme, I could go with Reaper's map, or if I wanted more of an open-ended urban battlefield, I could go with Redwood's. If I wanted something radically different, I could go with Finger's.
Since I'm kind of at odds with myself, I'll use some kind of scoring system and decide from there.
Gameplay:
Finger. I olny died once, and that was because I got hit by a train (oops). Not to say it was too easy, I almost died a few times, and I ran for my life as many times.
Reaper. A little too hard when the combine swarm around you with shotguns, I died a lot (hard mode).
Redwood. Nothing particularly hard, zombies are pretty predictable, after all. Plus it was too short.
Originality:
Redwood. Albeit rather implausible.
Finger. Varied environments and enemies.
Reaper. More of the previous section.
NPCs:
Finger. Plenty of them, plenty hard, pretty well done. Especially those headcrabs from the canister.
Reaper. Some of the combine who ran to locations didn't respond until they got there. ai_goal_assault?
Redwood. The antlion guard didn't break the wall until I was right up against it and he smacked me. Everything else was fine, but the antlion's more crucial than Reaper's combine.
Least Errors:
Reaper. None that I could see.
Finger. A few brushes inside of other brushes
Redwood. Some AI errors (see above), and I don't think you built the cubemaps. Plus some displacements that didn't line up, and that physics props went through, as well as a white background to one of the train tunnels.
Environment:
Finger. Lots of different places, not all of them polished as much as could be, but all of them good.
Redwood. It's different, it allows more varied expansion than Reaper's, but it is implausible that there just happens to be a hidden chamber there, and that it leads where it does, how it does.
Reaper. Still a combine train station, not much new there. It's solid, there isn't a thing wrong with the environment overall, but it isn't as exciting as the other two.
There's my opinion, I won't vote until I've read some others, though.
[Edit]
A funny thing happened while I was playing one of the maps. In the beginning when the citizens line up against the wall to be shot, the one in the middle of the first group ran to a completely different place, and then back to his spot. On his way back, he got in the way of the combine shooting the first citizen.
So he became the first to be killed, good job.
As I Lay Dying
Posted by Finger on Sun Jul 1st at 7:23am 2007
Riven thanks for the demo!
It was a real eye opener watching you play and my mistakes made me laugh quite a few times.
- The apc blocking the plug was murphys law in action. it sucked, and I'll try to find a way to keep that from happening.
- I think the story points were probably lost on most people. I should take the time to do a real choreographed npc scene. The audio was too long, and maybe not very direct. You seemed anxious to move on, rather than listen, which makes me think it didn't work so well. I'm compelled to improve it.
- You getting stuck in the door with a sniper shooting at you was great. Good bug finding, and luckily a fairly easy fix.
- that sniper nest is too damn high.... I didn't intend for it to take so many attempts. I'll drop it down or pull it closer.
- I need more audio prompting you to go into the teleporter. This whole sequence could maybe use some retooling.
- I don't know if it was just the demo or what, but when you went through the teleporter you ended up in the skybox, which is not where you were supposed to go. Let me know if that's where you actually went.....you were supposed to end up at the 'continue point sequence [spolier] A looped sequence traveling down dimly lit train tracks.How did it end for you?
Oh, I also saw quite a few little graphical bugs thanks to your playthrough.
Now that the deadline is up, I'll be tightening up the map quite a bit. Regardless of the winner, I'll be continuing this project. I have plans for where it is headed.
Posted by Riven on Sun Jul 1st at 8:59am 2007
Well, that demo recorded correctly how it ended for me the first time, but I did play it again, and I did get to see the correct ending, but I think it messed up the first time simply because I jumped into the portal instead of just walking through it.
You don't have to lower that sniper nest just for me. I just suck at throwing nades
.
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Posted by G.Ballblue on Sun Jul 1st at 3:17pm 2007
On another note, one of the sniper nests isn't exactly high -- the one to the left of the trainyard might be a bit far away, if anything else. I recorded a few demos of me playing everyone's maps, but my current webhost is down at the moment, so I'll see if I can get the uploaded by some make shift means.
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Posted by Finger on Sun Jul 1st at 4:35pm 2007
Posted by Yak_Fighter on Sun Jul 1st at 5:58pm 2007
Finger: Good as expected. I really liked blowing up apcs with the trains, that was a very cool idea. The voice acting was... interesting, but I didn't find the ending confusing in the least. The only major complaint I had was that custom skybox, which looked like something out of Xen and burned my eyes with its blueness.
Reaper: Suprisingly solid, but let down by the little things. For example, nearly all the doorways in the second half of your map are too big, mis-proportioned and without trim. Plus it was way too short and about half of your section is spent in a duct.
Redwood: This is so much better than your round 1 attempt. Thematically it made no sense and it was way too short as well, but was well put together and rather problem free (except for buildcubemaps not being run, which is a biggie). I liked the under construction basement area, just too bad it felt really out of place given Finger's section.
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Posted by Finger on Sun Jul 1st at 6:38pm 2007
Posted by reaper47 on Sun Jul 1st at 8:31pm 2007
Thanks for the demo, too, Riven!
Posted by G.Ballblue on Sun Jul 1st at 9:11pm 2007
I thought the sky was a nice touch, actually. I can't say that it will fit in with most maps out there, but it was a nice break from the default HL2 skies.
Was it a bit extreme? Yes. Was it nice and refreshing? Yup
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Posted by reaper47 on Mon Jul 2nd at 12:05am 2007
Finger: So much content, it's really darn impressive. I remember seeing entities I never even heard of in the base VMF, while struggling myself with simply getting combines to move from point A to B. Again, the scripting is excellent. Especially the train crashing the tank and the rather oldschool but nice teleporter wind-up sequence (although I seemed to miss the end-scene as well).
The vent sequence appeared a bit illogical. Why do the turrets shoot the static vent and no more? I found some of the enemies and entities to be a bit stacked, like the 6 hopper mines in a row, the 6 million fast headcraps, or some of the goodies.
The voice acting is very OK, just too silent (I couldn't hear much of it, because of background noises). Until I played the part the second time I didn't hear the "red button" being mentioned so I had troubles finding out what to do next. I also think that I missed a few explanations for wtf is going on in general.
I agree with G.Ballblue, I like the fact that there's a new sky, it just looks a bit boxish because of the imperfect perspective.
Generally, I wished the map remained underground a little longer. I like the change of environments, but it came a bit hastily. It felt like as you enter the first new corridor the map changes from cold to warm in a split second. I also felt that the level was physically "streched" a bit until the sniper-scene with hundreds of meters of null-architecture and tunnel-walls (maybe, if more time could have been spent on them, the eye candy would have made up for it). But this is probably getting to ethereal.
RedWood: A really impressive improvement. The mine-part was done very well. Maybe the whole place was a bit too narrow. I also noticed a detail that I'd like to specifically mention here: You removed the ar2 from the start scenes, which is a smart move for reserving the weapon as a reward for the later game.
The way the part was connected felt slightly illogical. You could have made it clearer that this was supposed to be a new part of the underground station under construction or the like.
Facit: Finger pwns us with his left pinky.
I took a look at Riven's demo of playing my section and it's pure torture to see others walk by parts of your map you spend hours to create. MAN! It's clearly the mapper's (my) fault if it happens but still...
I noticed that:
- you never see the headcrap push out the vent grate because of the combine soldier fights back there which should have made it very obvious how to continue (I accidently turned of the combine spawns until shortly before the map's release, that way I never got to play this part enough to see them fight back there! I should have let the combines out)
- you never see (or it's not obivous enough) how the manhacks get sucked into the vent. The last five manhacks I always lured back into the vent and saw them getting smashed to pieces one by one... sigh)
- never found the magnum (behind the crashed trains) but that's OK
- the 3 elite soldiers that come in by train didn't attack while you where crossing the big grate, thus coming from nowhere in the last breen scene (they never came at this point when I tested this part, there always started - and ended - a fight way before you even pressed the button, thus reducing the number of fighters in the last scene drastically)
After experiencing this, I almost feel sorry for providing the demos I recorded
http://www.1-filehost.midnightirc.info/index.php?t=dl&hash=502H53Np93vthAc1liBd2uEC53vkhAzw
There might be strange lags in-between (no idea whether they show up). My PC told me it's too hot for him today. I told him that it's only 23?C but he laughed at me and said something about pixel shaders and that he's a she.
But, honestly, I drew a lot from this project and I'm motivated now to look even more into SP mapping in the future. I saw this as a learning experience more than a competition, so all the nice things you guys had to say in face of the shining superiority of Finger's mapping skillz are really appreciated. Next time, maybe I'm able to deliver something more wild and elaborate!
Cheers, good night!
Posted by RedWood on Mon Jul 2nd at 9:00pm 2007
Reaper: Apparently i was the only one who voted for you. While short it was well done. the game play was smooth and well paced. i only saw two errors. the manhacks and when the supper solders entered from behind they moved to their, what i assume was their, scripted_sequence they weren't shooting. I liked the way you utilized the space, looping back around the way you did. I felt like i had freedom of movement. I actually liked the man hacks at the end and found them to be a nice challenge. with never actually leaving the train station/subway it still leaves enough room to go any ware from from hear. Nice job.
Me: I turned on sv_cheats to 1 and built cubemaps. what ells do i have to do?! Well apparently i didn't do a good job at getting my idea across again. I spent most of my time tweaking the round 2 base and didn't have enough time do detail my basement well enough. the idea was that the rebels had learned that the combine had been using the train station as a prison and they had dug a (unusually large) tunnel in the basement of a old rundown colonial house built into the side of the hill that the station was built into. but before they could go through with the operation head crabs had infested the house and turned them into zombies. O well i thought the transition was a little unbelievable myself.
Stradic:
"The antlion guard didn't break the wall until I was right up against it and he smacked me. Everything else was fine, but the antlion's more crucial than Reaper's combine." Uhhh, i never touched it. I thought it worked fine the way Finger had it. i don't even know how it works.
Aaron:
"the map lacked ambient sound" Yes, the one thing that i really suck at is sound. I should read a tut or something.
does anyone think the next round should be purely for tweaking what we already have and not being allowed to add any more sections. It would be a nightmare trying to go back and try to polish like 8 or 10 rounds all at once.
Posted by Finger on Mon Jul 2nd at 9:45pm 2007
Redwood, Reaper - thanks for the feedback. While I appreciate the props given, I am really interested in the 'bad' playthrough experiences more than anything. Knowing where things fail is the only way to improve the gameplay experience.
Redwood: It sounds like 'all of the bad things that could happen did happen', on your playthrough. Which is actually great for me, because it shows me where to apply fixes. I knowingly tried some pretty tricky stuff with this map; stuff that isn't obviously difficult.
- pusing the player up, back, and around, to start the trains and take out the APC is a risky move and has the potential to be confusing, as you experienced. It's true that alot of people think the objective is always to move forward and throwing an enemy roadblock just feels like a tough setup they must fight through. Although the soldiers weren't infinite - it seems it felt that way. I'll keep thinking about how to make this setup better. Ultimately, what you would want to do is have some setups prior to that where the player had to start trains... then make the roadblock more obvious with something like a barricade... then try to make the connection between starting trains and breaking the barricade.
Also, I bet I could change that area somewhat so you are more likely to see the train smashing the apc.
- Snipers did shoot rebels that were trying to run across the field; that sounds like a bug. I'll look into it.
- It sucks that the Helicopter caught you off guard. I'll give it a flyby and have it shootint at an npc_bullseye for a bit before it targets you.
- The vent/hopper setup: I figured it would go down 3 ways, and either was acceptable to me.
1. player would see hoppers before they pulled the plug, and use grav gun to disable them.
2. Player would pull plug, back up when turrets started shooting, 'not' fall through the vent, and use the gravity gun to clear the ground.
3. Player would pull plug, fall with vent tip. then freak out as hoppers popped all around them.
Maybe I should change this a bit so the player always falls.
Anyway - great insight from everyone into what worked and what didn't. As a gauge, most professional developers have the very same experience at their focus tests. The only way you get to a shining, polished product, is to break it over and over until you can't break it any more.
You have a good point Redwood.... as this competition grows so do the bugs. It would be nice to have a week (once the winner is announced) before the next comp starts so the winner can polish things up and make the map as bug free as possible. Also, it would be nice to know how many rounds we want this competition to be.
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