Dungeon Death


Map Download
Map Rating
Map Info

unrated
unrated
0 faves
0 ratings
8719 views
1443 downloads
Game: Half-Life
Added Fri Feb 3rd 2006

Map Description

This map has a discussion topic which can be visited here

This single-player minmod is my first attempt at a HL1SP. There are a bunch of secrets....soo...whoppde frickn do.

There are a lot of gameplay bugs in this but oh well. If I ever polish this up for HL2 (unlikely) or HL:S (even more unlikely since I don't have it) then those would be fixed. If you get stuck, PM me and I will show you what to do, you idiot.

Funny looking back at a map you made some time ago and realizing how many things could be improved.

Screenshots are outdated...soo...to see actual in game screenshots then play it.

Also....the game plays better in WON...well..not really...but I took a lot of time to make menus and such for WON that don't show up in Steam, as the menus arent the same. Game runs fine in WON and Steam. Enjoy


Post ReplyView Topic
Discussion
0 starsPosted by Captain P on Wed Nov 3rd 2004 at 11:38pm

In it's current state, the mappack is indeed very bland. Not only architecture and lighting look like they've gotten little attention or tweaking, the traps and puzzles could also have been executed better.

I see a quite common problem here. Puzzles without clues and traps without warnings. This will often annoy the player instead of amuse him. Hiding a key behind a moveable wall without any sign is surely a good way to hide it. But a player won't be happy when he's stuck in your level... wich he will likely get.
I don't say: give the player a walk-trough beforehand, but I do want to stress that you need to give the player some sort of idea on what has to be done. Let your puzzles appear logical, so a player can find a solution to them without having to know how the map was built.

As for the story's end... personally I find such endings little satisfying... after all, you had to play trough some levels and all you get in reward is... death...
I've had it once in a mod called 'Case Closed'. It really buggered me off, finding out I would be killed in the end anyway...

Oh, and I would advise you to search for some reference pictures. It can help you to get your levels look more convincing...
[addsig]
0 starsPosted by Spartan on Wed Nov 3rd 2004 at 10:26pm

The levels look bland and the lighting needs to be fixed... a lot. Also align the brick texture on the inside of that round stair case.
0 starsPosted by Orpheus on Wed Nov 3rd 2004 at 10:10pm

Click the link "new comment" and you can rate maps smiley
[author]
Posted by Dark Tree on Wed Nov 3rd 2004 at 9:53pm

If he (or anyone is willing) to critique my map and give me some usefull ideas (ie change lighting stlyes) and stuff like that...I still have my RMFs and would be willing to re-engineer my map to make it look a lot better and more playable. I did want to just quit building it....as I had been working on the 3 bsps for about 4 months. But if Tracer thinks it is reperable...than I could give it a go. I do aim to please and would like a many to play and enjoy this map. So I will change my map from being completed to maybe 75% done so I can re-texture and redesign it so it doesn't create "headaches." [addsig]
0 starsPosted by Orpheus on Wed Nov 3rd 2004 at 9:44pm

? quoting Dark Tree

So basically the idea for my next map should be

~Not to be so crappy~

tracer bullet is one of our best critique writers, give him a chance to get the last of the foot taste washed out of his mouth, and perhaps he will fulfill his promise to write one up for you..

remember though, finished maps do not receive the level of attention as work in progress ones.. so you may not get a really big critique.

[addsig]
0 starsPosted by Orpheus on Wed Nov 3rd 2004 at 9:22pm

[author]
Posted by Dark Tree on Wed Nov 3rd 2004 at 9:07pm

So basically the idea for my next map should be

~Not to be so crappy~

[addsig]
[author]
Posted by Dark Tree on Tue Nov 2nd 2004 at 11:01pm

Yeah...I know I need to make things less blocky....I was going more for concept and having fun making it hard to get to the end of the maze/traps/objectives. I tried to implementate a lot of non traditional ideas...I will be back tommorrow with better working links, etc.

? quote:
so? i take it D_T run pretty good?

I'm sorry...I don't understand

EDIT:

Also...I relinked my jpegs and toned them down to 800x600

EDIT 2:

Weird...all links work but not all pictures were properly resized...I converted all of my screenshots with AP7 and yet the link is still somehow some are mysteriously linking to the phantom 1024x768 imgs I deleted....

[addsig]
0 starsPosted by Orpheus on Tue Nov 2nd 2004 at 10:32pm

so? i take it D_T run pretty good? [addsig]
0 starsPosted by Tracer Bullet on Tue Nov 2nd 2004 at 10:23pm

Allrighty then. My bad. I underestimated the effects of having MS word running in the background.

I stand by what I said about dynamic lights though, be carfull with those things. Among other things they can induce seziures in the unwary. I'll do a propper critique when the burning red recedes from my ears. You might say this was a "slnky" day for me. Thanks Orph.

[addsig]
Post ReplyView Topic