returnThe G-Man Death (Multiple maps) by fizscy46 (view all 2 maps by this user)


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Game: Half-Life
Added Sat Sep 18th 2004

Map Description

This map has a discussion topic which can be visited here

A set of maps with the single goal to kill the g-man at all costs.

Having secretly gained access to a train into the generator complex of the Canavaral research facility (Yeah... I'm not much for names), you must work your way first through the old power complex to reach the main lobbies. The G-man is your target, and he must be erradicated at all cost to prevent him from doing more damage. Persue him above anything else, and destroy any loyalists by his side.


This is basically a mini-mod in a way (No customized coding) that I started back in December and am attempting to complete aboot the time Half-Life 2 is released (Although if I can't, I will put it into HL2 and update it to all the new features) so that I become re-accustomed to mapping after a long break. I have only spent 5 of the last 9 months working on it (December-February/June on the first 2 parts, July on third, August on 4th), and am gaining experience to the point that I was able to complete the 3rd part to my liking within 3 weeks (I will let everyone playtest the 3rd once I get the pos to compile... It'll take it a good week to do so on my machine).

Anyways, I'll post more screenies soon

So far there are 4 levels, with promise for at least 3 more.

Map 1: 90%
Map 2: 85%
Map 3: 98%
Map 4: 45%
Map 5: 0%
Map 6: 0%
Map 7: 0%

<B><U><P ALIGN="CENTER">News:</P></B></U>
<U><B>August 13</B></U>: 2 new Screenshots from my current work on the first battle in the 4th level (The earlier level are puzzles and the abandoned complex). The 3rd screenie shows some incomplete texturing on the floor and the upper walls.

<U><B>August 14</B></U>: Go to <A HREF="http://www.vlatitude.com/phpBB2/viewtopic.php?p=85879#85879" TARGET="_blank">the 69th Vlatitude forum</A> to downloadthe 1st part and the 4th part (Whats done) for a sneek peek and playtest it to see if I've set it up as a mod correctly and included all the files.

<U><B>August 19</B></U>: Lots of new screenies on the board for this map. Look at them immediately! smiley


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[author]
Posted by fizscy46 on Sat Aug 21st 2004 at 4:59am

What were you thinking man! Stupid stupid stupid!

Well, my compile time is actually aboot 2 1/2 hours when its just that big room, the large outdoor forest (Which is half the height and the same x/y area of the large room), and some subsidiary halls and tiny rooms.

My compile times tend to jump exponentially rather than linearly to my levels cubic volume. It'll take aboot 2 weeks to compile my 3rd G-Man level apparently. So I'm going to go buy a 512 DDR stick o' RAM [addsig]
0 starsPosted by JFry on Sat Aug 21st 2004 at 3:06am

Hmm I spoze your right CJ, not sure why I was thinking that.
0 starsPosted by Biological Component on Sat Aug 21st 2004 at 1:00am

Impressive AI. [addsig]
[author]
Posted by fizscy46 on Fri Aug 20th 2004 at 8:14pm

Yeah, I meant littered non-literally.

They form a square grid for the most part with 1 every 256 units. The stairs have one per step to keep them on track cause they can be stupid. Corners are one at the corner, as well as 2 right near the corner to make a L shape. Escalators don't use them because it makes the AI flip and get stuck on them and be crushed by the steps (Although it amusing to watch ) [addsig]
0 starsPosted by Campaignjunkie on Fri Aug 20th 2004 at 6:08pm

Err, info_nodes don't have much of an effect on compile time. And if they do, it's in the CSG and BSP portions of the process, where the time is likely to be short anyway. Unless you're Reno and you feel like building a giant cartoon island that takes up the whole grid, then BSP will take an hour or two.
[addsig]
0 starsPosted by JFry on Fri Aug 20th 2004 at 5:37pm

half-life's AI is actually really impressive if its set up right. Generally 3 to a corner, forming an L shape works pretty well, and if you have long straight stretches place one every 1000 units or so (even this might be overkill). Simply throwing down a bunch of them won't do much besides signifigantly increase your compile time, which I'm guessing is already pretty long.
[author]
Posted by fizscy46 on Thu Aug 19th 2004 at 8:53pm

The floors are littered with them... They're just being dumb. I've never seen a grunt drop a grenade out its ass before this level xD [addsig]
0 starsPosted by 7dk2h4md720ih on Thu Aug 19th 2004 at 8:36pm

You know about setting down info_nodes right? They will improve the AI somewhat.
[author]
Posted by fizscy46 on Thu Aug 19th 2004 at 6:50pm

Aye aye


Room to the left of entering the big red door.


Press the switch, the stairs decend slowly, the door at the bottom opens and the suit is moved out of the alcove slowly.


You're spotted if you move down the escalator of stairs at all, the G-Man tells the troops to get you.


Misaligned shotgun on a table for kicking some ass.


Grunts intelligence is horrid, they drop grenades and run, but tend to not stray far and blow up. This is a view of the entire room. The upper landings will be filled with patrol guards. The room at the top is the control room that will have a momentary switch to open the momentary door that will be at the left on the ground floor


The Empty control room with Blueshift medi-charger... Poor Barney was already dead


Finally, the stair room to take you from the 2nd floor (Ground floor being the 1st floor) to the 3rd floor, complete with fade to black lab textures.

Hazaa!


For those that are wondering where the other escalator went, its in a room down a hall cause it shot my r_speeds really high (2100) having both of them visible. This room currently has an rs of a cool 1200 (I consider it acceptable up to 1500 foo') [addsig]
0 starsPosted by 7dk2h4md720ih on Thu Aug 19th 2004 at 8:47am

Host your images at www.imageshack.us and post them in this thread.
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