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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 Andrei on Sat Jan 22nd 2005 at 12:55am

Well, I guess I shouldn't have judged it by the screenshots. But it's not like I were throwing rocks or anything; just a personal impression:) .
[author]
Posted by Agent Smith on Fri Jan 21st 2005 at 8:45am

Wait till you play it andrei before making that comment, you'll be surprised at how much open space there is, and also the actual scale of the map. I'm actually reducing some of the open space as there's too much!
0 starsPosted by Andrei on Fri Jan 21st 2005 at 8:37am

One thing is kinda bothering me, though it could be my insanity acting up again; i feel the map is slightly overloaded. Don't know exactly how to say it...oh, that's it: not too many large and open spaces at ground/play level. But this could be a matter of personal tastes...
0 starsPosted by Atrocity on Thu Jan 20th 2005 at 1:24pm

Reminds me a lot of my map dm_powersurge
0 starsPosted by Mouse on Wed Jan 19th 2005 at 9:51pm

Bogarting? Here's looking at you, kid.


Smith, from the SS's it looks like a few of your graffiti decals are reversed. Not a huge thing but pretty easily fixable. The Radius one in particular is something I noticed. Some of them come out backwards when used as Overlays for whatever reason.
0 starsPosted by Mikee on Wed Jan 19th 2005 at 7:03pm

Hey mouse, quit Bogartin' the map download file....LOL!

The deadline was Jan 15th....so it is fine to release maps now. You don't have to wait until Jan 30th. See the rules.

Seriously, I'd love to look at this from a gameplay perspective. How large is the file now which is a factor running it on my larger server? I hate that issue, but for large maps you need to run them on large servers, and if the bsp is too big, the server empties out.

In any case, I can't wait to see this.
0 starsPosted by rs6 on Wed Jan 19th 2005 at 2:22am

? quote:
Have my babies.


no have mine.

Wow that map looks good. [addsig]
[author]
Posted by Agent Smith on Wed Jan 19th 2005 at 1:30am

I'm currently in the process of updating and fixing the map for the beta 2 release. It should be done before the competition results are announced on the 30th January (less than two weeks from now), but if it's not you will just have to be patient.

I'm talking to YOU Inflatable.
[addsig]
0 starsPosted by Nickelplate on Tue Jan 18th 2005 at 9:38pm

THIS map should be named "DM_Splooge" gaahhhhhh... *drools* [addsig]
0 starsPosted by Inflatable on Tue Jan 18th 2005 at 6:26pm

? quoting Orpheus
? quoting Inflatable
Is there a ETA yet for the release of this map?

sometime after valve is done perhaps?

Valve is done with what? What does Valve have to do with this? The contest entry has ended, there is no reason to not release (contest) maps.. Or do we really want to wait another 6 weeks? Because that's the time when Valve announces the winners etc..

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