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Game: Half-Life 2: Deathmatch
Added Thu Oct 27th 2005

Map Description

This map has a discussion topic which can be visited here

Medium-size map for 8-10 players. It is my first multiplayer and Source map. The architectural design is inspired by the Santa Barbara Courthouse in California. It's a map that I started making with HL, but finished with the Source engine.

I converted this map into a single-player campaign. You can check out the action <A HREF="http://www.snarkpit.net/maps.php?map=1643" TARGET="_blank">here</A>.

...and justice for all.


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[author]
Posted by satchmo on Fri Jan 7th 2005 at 12:19am

I need someone with web storage to post the final version of the map for me. I used to have an account with my college, but they've deleted my account recently (I graduated more than ten years ago, so I don't blame them).

Would there be a kind and generous person who lets me upload it to his/her site when the map is complete? Thanks in advance.

[addsig]
[author]
Posted by satchmo on Thu Jan 6th 2005 at 6:23pm

The interior will probably look overly vacant in the final map, but I cannot afford to add more details. The frame rate is already abysmal as is (around 10 to 20 FPS). There are still quite a few furnitures to throw around though, so it will not be too empty. <br> <br>I plan to add a buggy in the map so someone can drive it around while shooting with the mounted gun. However, the driver automatically becomes the prime sniping target from others in the building. smiley
[author]
Posted by satchmo on Thu Jan 6th 2005 at 4:51pm

I've never played HL deathmatch or HL2 deathmatch until last night, so I am still getting the feel of multiplayer gameplay. I need a lot of advice when I release the beta of Justice for download on the gameplay. I want to ensure that the play is balanced for each spawn point and no one has any unfair advantage.

I anticipate the release of the beta next week.

[addsig]
[author]
Posted by satchmo on Wed Jan 5th 2005 at 7:38pm

I've successfully added a decent 3D skybox. The outside area looks less empty now.

I have to work this afternoon again, so I'll have to save the rest of editing until tomorrow.
[addsig]
0 starsPosted by 7dk2h4md720ih on Wed Jan 5th 2005 at 7:05am

? quote:

I am also very sick from a cough and rhinorrhea (probably caught it from the multitudes of sick kids I see everyday), so I am taking a break from mapping for now. I am not staying up all night mapping this week (like I've done last week).



Help me, I have Rhinorrhea!


[author]
Posted by satchmo on Wed Jan 5th 2005 at 4:37am

Thanks for all the suggestions. They are very helpful. I've spent some time today adding some trim and highlights to the facade. I couldn't get the 3D skybox to work properly. I'll try again tomorrow, after looking at some example maps by Valve.

I am also very sick from a cough and rhinorrhea (probably caught it from the multitudes of sick kids I see everyday), so I am taking a break from mapping for now. I am not staying up all night mapping this week (like I've done last week).

Instead, I'm staying up late to shoot antlions and Combines!

[addsig]
0 starsPosted by Vassago5kft on Tue Jan 4th 2005 at 4:26am

It looks like you're scaling the textures too large. It's giving them the look of HL1 textures. In CS:S, your texture scale should be 0.25. <br>Try that, it will look much better.
0 starsPosted by Myrk- on Tue Jan 4th 2005 at 2:48am

Try using some of CS:s' arch models to make your arches much better. Also use some column models. Needs more detail!
0 starsPosted by Cassius on Tue Jan 4th 2005 at 12:16am

The architecture needs trim and contrast, right now it's a bunch of shapes.

[addsig]
0 starsPosted by RabidMonkey777 on Mon Jan 3rd 2005 at 8:30pm

props_c17 ;o

It looked nice from what I could tell when I previewed it, I see you've made some changes since then...I'd suggest adding a pathway to the front entry and displacement-mapping the stone floor on the outside ever-so-slightly, unless it's like that in real-life.
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