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Game: Half-Life 2: Deathmatch
Added Sun Feb 13th 2005

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This map has a discussion topic which can be visited here

NEWEST UPDATE: Well I've finished beta 2 of DM_HYDRO so it's ready for some playing. Finallys the pit is back up so I can get some decent commentary.

DOWNLOAD FROM HERE: <A HREF="http://files.filefront.com/DM_HYDRO_B2/;3802345;;/fileinfo.html" TARGET="_blank">http://files.filefront.com/DM_HYDRO_B2/;3802345;;/fileinfo.html</A>

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EVEN NEWER UPDATE: Here are some screens of the changes/additions made since the competition, which will be featured in the beta 2 released in a couple of days, new weapon placement permitting. The shots show the new larger tunnels, the addition of a walkway and structure across the canal, and small stairs that have replaced all of the jump crouch areas (they've been clipped so they work smoothly).

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NEW UPDATE: Here are some new screens from the compile that I have sent for the competition, showing the basic layout out and features of the map. It's still got some bugs I haven't had time to fix, but they are only minor and do not effect gameplay.

Once I had fixed some obvious errors in the map the compile time was only 2 1/2 hours, just goes to show how rooted it was before, with a compile time of 60+ hours and counting :P.

Download should be available sometime after the competition closes.

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UPDATE: Here are some new screens for the map, including some of the partially constructed and still under developement surrounding environment.

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Here is my entry for the Valve Mapping Competition which I've been working on since the release of the full SDK. It's set amidst a partially constructed and subsequently abandoned hydro electric plant at the base of a dam.

In its current stage it lacks detail which will be added shortly, as well as the surrounding environment and part of the playable area. I wanted to go for a more open and realistic environment for the combat as supported by the new Source engine, with various vertical levels of combat as well as a mixture of close-long range fighting. These shots show the main generator building with partially completed generator pits (linked with piping) and a section of the water front area. This structure will be situated directly at the base of the dam.

I hadn't intended on posting anything till it was finished, or just about, but after getting back from a weeks vacation and seeing Tarky's release of dm_cascade as well as other maps of a similar theme I figured it might be a good idea to put it up, lest someone thinks I've ripped it off.

Anyway, it has a long way to go still so be gentle. Now I'm back home I should have some updated screens shortly.


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0 starsPosted by Orpheus on Sat Jan 29th 2005 at 9:31pm

? quoting brett5010
Smith, my respect.

Ditto.

If nothing else, you should know me this much

[addsig]
0 starsPosted by Mikee on Sat Jan 29th 2005 at 9:24pm

Is there a link to download your beta? I'd like to look at it from the gameplay standpoint. Thanks
0 starsPosted by keved on Sat Jan 29th 2005 at 3:16pm

? quoting Agent Smith
Most of the bugs, except for those damned pink shadows.

Are these pink shadows on your physics props? If so, check the ambience value of your light_env as that's what is used to determine prop shadow colour.

Looking forward to checking out your new beta btw, looks really impressive.

0 starsPosted by brett5010 on Sat Jan 29th 2005 at 12:27pm

Smith, my respect.
[author]
Posted by Agent Smith on Sat Jan 29th 2005 at 12:08pm

Well Orph thats what I've tried to do for the beta 2 version.

The walkway across the canal works to link the main structure with that area, as well as adding a bit more cover. The fence area over the passage to the middle pit has been partially removed to provide better conectivity between the crane platform and the generator pit area. The bigger tunnels mean its possible to simply run through there which increases the pace of the game and makes it another major route. Most of the crouch jump areas have been replaced with steps to allow a relatively smooth and fast exit from areas, but they are reasonably thin requiring some concentration to keep from falling off.

Over all I'm happy with how the additions increase general connectivity throughout the map, and in particular between the canal and the main construction area.
[addsig]
0 starsPosted by Orpheus on Sat Jan 29th 2005 at 8:44am

for the record, my only real complaint was the maps connectivity. there were many places where i was forced to go around something, that could have easily been a through route. without taking more screens, it would be difficult to explain this, but essentially, you had 2 halves of a map. lots on the left side of the concrete wall, and lots on the right. but damned few avenues egress from left to right. i could even live with some of the squat/jump avenues, if when i got to the top, i could jump to the other side.

anywho's, if i could have a wish, it would be improved mobility.

[addsig]
0 starsPosted by AlphaMRE on Sat Jan 29th 2005 at 7:23am

That looks kick ass good job can't wait to play!
[author]
Posted by Agent Smith on Sat Jan 29th 2005 at 1:44am

Here are some screens of the changes/additions made since the competition, which will be featured in the beta 2 released in a couple of days, new weapon placement permitting. The shots show the new larger tunnels, the addition of a walkway and structure across the canal, and small stairs that have replaced all of the jump crouch areas (they've been clipped so they work smoothly).

Most of the bugs, except for those damned pink shadows, have been fixed so its just about done. I'll try to fix those while I'm redoing weapon and item placement. Anyway, keep and eye for it, the DL link should be up soon.
[addsig]
0 starsPosted by Drshark on Sun Jan 23rd 2005 at 6:09am

NIce looking map.... even though i hate mp i might just download it:)
[author]
Posted by Agent Smith on Sat Jan 22nd 2005 at 5:57am

I realised that. I wasn't snapping at you, just pointing out that the screenshots don't give an accurate impression of the size of the map, or the actual combat space.
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