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Game: Half-Life 2: Deathmatch
Added Thu Jan 27th 2005
Updated Mon Mar 14th 2005

Map Description

This map has a discussion topic which can be visited here

[March 9th update]

Performace update, I'm going to try and play test this bad boy. Much better fps and wepon placement.



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This was a three day project to create a contest map for hl2:dm



There is a large canal running down the center seperating the two sides. On one side is a parking lot and a building that is under construction. The other side is a small back alley projects area.



Players have to fight their way to the higher ground or risk running into the middle for the powerful rocket launcher.



[jan 16th update] Well I'm going to put this at 100% because I feel that I am done, becuase valve has the map and I dont think I should change it. I would much rather play test it... alas...


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Discussion
[author]
Posted by DrGlass on Wed Mar 9th 2005 at 10:49pm

ok, I've fixed alot of the performace issues. I've been talking to Lep and we will try and playtest it soon.
[addsig]
0 starsPosted by williewonka420 on Sat Jan 29th 2005 at 9:20pm

Those skybox lines only show up on my laptop i have been working with my laptop at work crappy igp graphics i guess.The cars are prop_physic override so they wont be staionary for long smiley i didnt see there was a dm_park already so i will rename.I can see i need alot more practice before i try and release a map thanks for feedback..peace
0 starsPosted by mike-o on Thu Jan 27th 2005 at 11:57pm

Skybox has obvious brush meet lines.
0 starsPosted by Leperous on Thu Jan 27th 2005 at 12:39pm

I see several stretched textures in the 2nd picture, fix it! Also, if those cars are burnt out and abandoned, then try rotating them a bit so they don't look like someone parked them there yesterday.
0 starsPosted by Myrk- on Thu Jan 27th 2005 at 12:00pm

Name already in use.
0 starsPosted by Mantra on Tue Jan 18th 2005 at 12:29am

I think uve done a moderate job with realism and spent a decent amount of time on geometry. I think the 3-d skybox could be used more effectively by adding many more building to make u feel like ur surrounded by a city, other than that good job.
[author]
Posted by DrGlass on Mon Jan 17th 2005 at 11:49pm

I agree, I wish I could show how hard I tryed to use hint brushes and VIS blocking. Nothing seemed to work. Bah... I'll see if I can do a remake and fix those problems.
0 starsPosted by Tactii on Mon Jan 17th 2005 at 10:55pm

I run this map between 10 and 40 fps, closer to 10 in all the busiest areas where frames are needed most. Looking at wireframe, you were obviously careful about unnecessary BSP splits, but I think the layout you've selected is un-optimizable, or you seriously need to hint brush the hell out of it. I wireframe the parking garage and all I see is pink.

You've created a nice looking environment, but it seems like DM flow was an afterthought. The one-way flow into the pipe/tunnel/corridor side of the street will not produce enriching combat. There's a ton of HEV armor; you can reach 100 in no time. If you can stay alive long enough at 10 fps to collect it.

There is a low spot in the displacement canal floor where I got stuck.

You added multiple dynamic lights, even some outside the play area. These are hell for slower CPUs and don't scale with the DX level like other visuals.

I think you would do better with another map layout. You've got a ton of detail here in a tight space with no opportunity for vis blocking, a recipe for disaster.
0 starsPosted by BlisTer on Mon Jan 17th 2005 at 4:00am

i dont really like the yellow-ish houses and the hugeness of the building in the second shot. but i do like the lighting, and i just love the dried-out dock/sewer [addsig]
0 starsPosted by ReNo on Mon Jan 17th 2005 at 2:24am

Its not too late you know - if you dont place in the contest, then there is no reason why this needs to be the final version.
[addsig]
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