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Game: Half-Life 2: Deathmatch
Added Mon Feb 21st 2005

Map Description

This map has a discussion topic which can be visited here

Nice and moody map based around an underground Combine research centre thingy. Unforunately there aren't that many fun Combine textures to use, but hopefully won't look too bland when completed. "Spiritual" successor to my Hell-Class map.

*Update 18th Jan: fixed my swapbuffers problem, simply turned the rock textures into a custom one without any bumpmapping-gubbins going on. Frame rates are high again, and much more detail ahoy!


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0 starsPosted by Orpheus on Mon Apr 25th 2005 at 2:06pm

Any word on this map? You need a second critique?

/me wants to see it finished.

[edit] /me edits my critique, the image links pointed to the old site.

[addsig]
0 starsPosted by Yak_Fighter on Fri Jan 28th 2005 at 3:53pm

Those are both terrible ideas.
[author]
Posted by Leperous on Fri Jan 14th 2005 at 11:08pm

Ah, merci for those. A lot are issues that have already been fixed (especially those great bit grey metal blocks sticking into one of the arenas?! Along with the weapon) Good suggestion with more lights around the doorway, but everything else is being spruced up slowly

The rocket launcher is actually a trap of sorts- if you've played the single player game, you'll recall you had to use the grav gun on the generators to disable some of the force fields! Same case here, but obviously there are ball respawners nearby so it's possible to get trapped outside (well, you can jump to the middle...)

And no-one seems to have noticed the dropship yet. I'll have to do something with that...

0 starsPosted by Gwil on Fri Jan 14th 2005 at 9:50pm

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Here we go!



I fell down here after surveying those shiny pipes. They look a little too bright against the dark walls. I screenshotted to illustrate the fact I got down here, and didn't die. I assume it will be fixed



This charger gave out suit power like it were going out of fashion, perhaps a little too much - I presume the room is this way to sacrifice safety for the charger. Just an opinion though. The amount of wires looks a little odd, perhaps have some conduit casing them in.



Texture flickering issues up here in this "thingy". Not noticeable too much, but I caught it out of the corner of my eye.



Yeah, it's combine architecture but I feel areas like this could do with a little snazzing up - mainly in the form of subtle lighting.



I think this door needs a frame - the established lines in the architecture look a little off to me. Either that or snazz up all these doors with lights/switches next to them. In the darker areas I flitted past them without noticing on occasion!



These screens are cool, but this one looks odd - the white noise doesn't move, and it looks strange. Note also the shiny pipes. They need a connection point, and their lighting issues addressed.



This is nice More subtle lighting like this in the rafters, and highlighting doorways is needed in other places.



Not as noticeable as I would have liked for this picture, but the water has some weird problems with flickering at the edges. Of all the maps i've seen so far, water is the stumbling block for most people.. so I dunno what to suggest.



These things are cool - non barrel/debris physics objects = good! BUT! When passing by, the default placement makes it difficult to navigate the corridor smoothly. Yes, I have grav gun but in the heat of battle trying to escape, it'd tick me off



Shower me in love, this area said to me. Well, maybe not. Yeah, it's combine like I said before - but a little bland?



Weird reflection/cubemap issues in a few places, but I think you mentioned this already so



I'm a collosal retard. yes. How do I get the rocket launcher? I turned round to go find a solution but ran into that thing made of those weird white ball things, and promptly died. Woops.



There seemed to be no other obvious way out of the water (this area looked extremely spinky BTW ), or rather quick way bar the ladder. Considering it's so large, i'd at least add a small set of steps somewhere. Unless I missed another way of course, in which case refer to my comment on the last shot





Urgh. Can you not get rid of this tex altogether? It seems to reflect a non existent sky, in a terrible colour. I don't think cubemapping fiddling will address the issue



Another place I shouldnt be able to get to?




[addsig]
0 starsPosted by Myrk- on Thu Jan 13th 2005 at 7:41pm

One thing I just thought of... why are there no chunks of loose rock? They would make good physics items to chuck around... [addsig]
0 starsPosted by Static88 on Thu Jan 13th 2005 at 5:57pm

When you finish yopur map, just place the .bsp file and a readme file too if you want into a zip file for people to upload it. I'd recommend the readme file be included. Just get some webspace and use this site to post your link.
[author]
Posted by Leperous on Thu Jan 13th 2005 at 4:40pm

New beta version available for download:

http://www.snarkpit.com/pits/leperous/neolide_beta.zip

Obvious still much to be done (including sorting out the swapbuffers, which seem to have got worse in one room despite having done nothing to it.. hmm) and many bugs (e.g. lift), but this is more for people to look around than critique on- unfortunately I'm a weekend behind being able to submit it to the competition

0 starsPosted by Chaffing_Weasel on Wed Jan 12th 2005 at 11:33am

i've just got a question to ask. once you finished compiling the level, (say your final version) how you get it to ppl? imean, i've never really finished a map so i don't know how or what to do except the finished thing is usually zipped up so a hosted site can let ppl download it....is there anything u do before you zip it up?
0 starsPosted by Coconuts_are_gay on Wed Jan 12th 2005 at 11:25am

Thats a bit poo
[author]
Posted by Leperous on Sun Jan 9th 2005 at 11:12pm

Now this is why I hired you. Hit me with those prefabs baby!

Thanks for the feedback, and don't worry, the corridors are certainly being worked on and more detail being added. The swapbuffers I believe are actually being caused by the rocks- apparently they've been compiled with that $lightmappedgeneric or whatever teh ev1l is- and I need the fog for the cavern effect, the same thing means the rocks won't ever look fully dark :/

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