dm_harbour


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unrated
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5497 views
1030 downloads
Game: Half-Life 2: Deathmatch
Added Sat Dec 18th 2004

Map Description

This map has a discussion topic which can be visited here

This map is set in a small harbour somewhere on the coast, with a few warehouses and other buildings, a beach and other assorted harbour-like things. Probably plays best with less players, ~10-16, but has spawns for +32 people.


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0 starsPosted by 417 on Sat May 7th 2005 at 7:12am

Not a bad map but doesn't seem to do well with a lot of players. We ran it in our rotation and it was liked and had decent game play.
0 starsPosted by homogenous on Fri Feb 18th 2005 at 7:12am

Out of curiosity, would running buildcubemaps take away the strange silver appearance on the weapons?
0 starsPosted by DrGlass on Mon Jan 17th 2005 at 3:05am

The map looks and feels great. It may be too spread out for fast game play but I dont think that will be too bad in populated servers. You need to place cube maps in there! and you could get a performance boost if you made the background a skybox rather than real size objects. <br> <br>The lack of cube maps really detracts from the feel of the map, the objects look so crapppy in some areas.
0 starsPosted by fishy on Sun Dec 19th 2004 at 9:32am

slightly off topic, but i was bored

.... dragging the edge of the box stretches the whole thing instead of just dragging on side, which takes time to get used to and makes it harder to do simple stuff.

do it in vertex mode, and select/move only the vertices on the face that you want to move, and the rest of the brush remains unchanged.

here's a pic that explains better

you can see that the top profile has been changed by streaching the brushes, but not so when it's done by vertex manip.

and btw, you've only got 6 hours to move those containers from the low dock. the contents will be ruined, and the containers themselves will become a hazzard to shipping when the tide comes in.

[addsig]
[author]
Posted by 0rthopaedicSurgeon on Sat Dec 18th 2004 at 3:08pm

i've been making maps for cod and moh:aa for about 3 years, which was all in radiant. you still make things with brushes, but radiant is different from hammer. you dont just draw a box for a brush and resize it in hammer, dragging the edge of the box stretches the whole thing instead of just dragging on side, which takes time to get used to and makes it harder to do simple stuff. textures and clipping/cutting are different, and there's no patches in hammer, which let you easily make cylinders, round/smooth brushes and terrain easily.
0 starsPosted by habboi on Sat Dec 18th 2004 at 2:20pm

Are you sure its your first map as it seems quite good for a first map (my first map was a crappy block map with all rooms looking square and no detial whatsoever)
[author]
Posted by 0rthopaedicSurgeon on Sat Dec 18th 2004 at 12:50pm

http://www.edwards124.pwp.blueyonder.co.uk/dm_harbour.htm

check the link again, i've put more screenshots up

the end of the video took 3 times to film. first time it didn't record properly, 2nd time the container landed right behind him and a few barrels just rolled out. if you ever run out of physics objects in this map, there's another 2 of those container things on the other side of the map full of more barrels. and i just noticed the name in the video says dm_docks. i had to rename the map after i found out another already had that name, but 13mb is too much to re-upload.

0 starsPosted by G.Ballblue on Sat Dec 18th 2004 at 1:24am

Nice job with the fog -- gives things a very omnious feel

And yes, show us a little water!! Unless it hasn't been put in or something. I love a good watery map on HL2.

[addsig]
0 starsPosted by Cassius on Sat Dec 18th 2004 at 12:51am

We know that Source engine water reflects. Can we see some clearer shots of the map? [addsig]
0 starsPosted by habboi on Fri Dec 17th 2004 at 11:19pm

Lol i saw your video and the last bit was very clever and funny when you push a giant container on some guy below!
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