Re: dm_derelict_beta
Posted by reaper47 on Thu May 3rd at 10:04pm 2007
dm_derelict doesn't feature any big red buttons that call in airstrikes. Neither does it use hundreds of Megabytes of custom textures or model work. It doesn't have any of this because it doesn't need it. The map only focuses on what's important so everything that is there is excellent. Derelict is the kind of map I wished to be the standard for HL2DM mapping, while, in reality, maps of this quality only pop up once or twice a year.
<br>
<br>The map is set in your typical Eastern European city, but it combines the gloomy mood of the Ravenholm chapter with the brighter and more urban parts of the City 17 levels. It mixes some well-known sceneries into a surprisingly fresh and distinctive theme. The multi-story, fully accessible buildings with their many roof terraces and balconies create an almost Mediterranean feeling, like a place in Italy or Spain.
<br>
<br>The layout is smooth throughout the map with a lot of height variation spread over four or more layers. A large amount of balconies, ledges and accessible rooftops results in many interesting places to explore and ways to move around the map. Behind every corner, the player has multiple choices of where to go next. There has hardly been a map since HL1 that packs so much freedom of movement, especially vertically, into such a dense space. Once you reached one end of the map you already get homesick for the other.
<br>
<br>Texturing is simple, sharp and spot-on. Lighting consist of pale, cold but bright-enough moonlight broken up with yellow light bulps that hull essential corners of the map into a pleasant, warm glow. Buildings are packed with interesting architectural details, which can only be the result of careful observation of real-world environments, and the effort put into them pays. Even though the polygoncount stays rather low, you never feel like being stuck between artificial blocks of brushwork; everything has a natural quality to it. There are enough visual landmarks to make navigation easy, learning the layout is a matter of minutes. A pretty ordinary soundscape is used to create the ambience, and while it fits, it's a bit too loud and random sometimes and it also stopped playing for me in certain areas.
<br>
<br>Weapon placement is classic with the usual guns scattered around the map. The RPG can be found in a tower-like position, but is rather hard to reach or guard which should balance things out again (RPG haters might still complain). Physics props are placed sparsely but there's usually enough to throw around in the lower parts of the map. Too many custom maps use the "avoiding clutter" argument to conveniently ignore physics item placement and turn their HL2DM maps into Quake maps. Derelict has good physics gameplay without ever obstructing the flow.
<br>
<br>So is this map perfect? No, there are plenty of details to complain about. The paths around the courtyard have been added as an afterthought, and it shows as they're a bit narrow and require too much jumping to move around. The windows are too small to easily duck-jump through them. The wooden boards that block some entrances can turn out to be annoying in the heat of battle. And ultimately, the map IS simple when it comes to entity work and visuals.
<br>
<br>Still, Derelict is the kind of map that should serve as an example for all the mappers that complain about being "restricted" by HL2DM's current texture and prop sets. There's so much you can make out of seemingly limited content - if you focus on what's important.
<br>
<br>Oh, and I forgot to mention: This is the authors first release!<br /><br /><b>Verdict</b><br /><br />A very smart and detailed map that does all the things I like about HL2DM.

reaper47
member
2827 posts
450 snarkmarks
Registered: Feb 16th 2005
Location: Austria
Re: dm_derelict_beta
Posted by reaper47 on Thu May 3rd at 10:04pm 2007
dm_derelict doesn't feature any big red buttons that call in airstrikes. Neither does it use hundreds of Megabytes of custom textures or model work. It doesn't have any of this because it doesn't need it. The map only focuses on what's important so everything that is there is excellent. Derelict is the kind of map I wished to be the standard for HL2DM mapping, while, in reality, maps of this quality only pop up once or twice a year.
<br>
<br>The map is set in your typical Eastern European city, but it combines the gloomy mood of the Ravenholm chapter with the brighter and more urban parts of the City 17 levels. It mixes some well-known sceneries into a surprisingly fresh and distinctive theme. The multi-story, fully accessible buildings with their many roof terraces and balconies create an almost Mediterranean feeling, like a place in Italy or Spain.
<br>
<br>The layout is smooth throughout the map with a lot of height variation spread over four or more layers. A large amount of balconies, ledges and accessible rooftops results in many interesting places to explore and ways to move around the map. Behind every corner, the player has multiple choices of where to go next. There has hardly been a map since HL1 that packs so much freedom of movement, especially vertically, into such a dense space. Once you reached one end of the map you already get homesick for the other.
<br>
<br>Texturing is simple, sharp and spot-on. Lighting consist of pale, cold but bright-enough moonlight broken up with yellow light bulps that hull essential corners of the map into a pleasant, warm glow. Buildings are packed with interesting architectural details, which can only be the result of careful observation of real-world environments, and the effort put into them pays. Even though the polygoncount stays rather low, you never feel like being stuck between artificial blocks of brushwork; everything has a natural quality to it. There are enough visual landmarks to make navigation easy, learning the layout is a matter of minutes. A pretty ordinary soundscape is used to create the ambience, and while it fits, it's a bit too loud and random sometimes and it also stopped playing for me in certain areas.
<br>
<br>Weapon placement is classic with the usual guns scattered around the map. The RPG can be found in a tower-like position, but is rather hard to reach or guard which should balance things out again (RPG haters might still complain). Physics props are placed sparsely but there's usually enough to throw around in the lower parts of the map. Too many custom maps use the "avoiding clutter" argument to conveniently ignore physics item placement and turn their HL2DM maps into Quake maps. Derelict has good physics gameplay without ever obstructing the flow.
<br>
<br>So is this map perfect? No, there are plenty of details to complain about. The paths around the courtyard have been added as an afterthought, and it shows as they're a bit narrow and require too much jumping to move around. The windows are too small to easily duck-jump through them. The wooden boards that block some entrances can turn out to be annoying in the heat of battle. And ultimately, the map IS simple when it comes to entity work and visuals.
<br>
<br>Still, Derelict is the kind of map that should serve as an example for all the mappers that complain about being "restricted" by HL2DM's current texture and prop sets. There's so much you can make out of seemingly limited content - if you focus on what's important.
<br>
<br>Oh, and I forgot to mention: This is the authors first release!
Design
Gameplay
Verdict
A very smart and detailed map that does all the things I like about HL2DM.
Pros
Lot's of interesting areas, fine texturing and lighting.
Design
No revolutionary new ideas, the ways around the courtyard are too narrow, some annoying obstacles

reaper47
member
2827 posts
450 snarkmarks
Registered: Feb 16th 2005
Location: Austria