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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 Mon Jan 17th 2005 at 2:23am

I wish I could have done some play tests. Oh well, I'd still love some feed back.
[author]
Posted by DrGlass on Thu Jan 13th 2005 at 8:26pm

Once I find a host I'll give you all a download. I fixed most of the building and skybox problems. As for the stair case, I wanted it to look half built and quite frankly I didn't want to add more models to the map becuase I was already haveing a hard time with frame rate.
0 starsPosted by ReNo on Thu Jan 13th 2005 at 8:07pm

The spiral stair case doesn't look very convincing to be honest - could really use a trim at least, or some handrails. In the first shot you have a building on the left of the road bridge that looks unrealistically thin as well.
[addsig]
0 starsPosted by Static88 on Thu Jan 13th 2005 at 6:43pm

Looks pretty cool. Can't wait to try it out. Maybe put a low fence on the sidewalk portion of the park itself, so the little ones don't fall off into the canal. j/k. In picture #2, it looks like the city ends kind of abruptly. Maybe add a few more buildings in your 3D skybox, a little farther in the distance to give your playable area a more central feel. Just a thought. Good job on the map. I like the lighting. Good luck on the contest, too.
0 starsPosted by Orpheus on Thu Jan 13th 2005 at 10:51am

LOL @Crono. <br>I have noticed as well my friend, that there is a definite line between the &quot;Be's&quot; and the &quot;Wannabes&quot; ROFL <br> <br>as for the map? the screens are to big, i cannot see them. :/
[author]
Posted by DrGlass on Thu Jan 13th 2005 at 8:35am

I think that the map works like it was designed. I could send you a copy of the map.



This is the left side, there is path way from the canal area down the side walk. That is the only way out of the lower area. I'm debating leaving it that way or adding a ladder. I was thinking that one exit would be a good way to punish players for falling down there.



there are many ways across the canal, and the player wont slide off the slant. In the middle there is the RPG.



this is the inside of the main building. the only way up is the center spiral stair. I may add a ladder or second set of stairs.



past the pipes you can see one of the two drain pipes that lead to a hallway back to the surface.

0 starsPosted by Crono on Thu Jan 13th 2005 at 7:44am

I said it as a comment on the map, but I'll say it here too.

It appears that your connectivity is suffering (badly). It looks pretty though.
[addsig]
0 starsPosted by Crono on Thu Jan 13th 2005 at 7:41am

Just thought you might like a real comment: <br>... it looks pretty, but it also looks like it has God awful connectivity.
0 starsPosted by satchmo on Thu Jan 13th 2005 at 5:41am

One of the best use of displacement surface in the sewage drain canal, making the serpentine watery path. <br> <br>The parking garage looks interesting too. But are there multiple points of connection between the different levels?
0 starsPosted by Vassago5kft on Thu Jan 13th 2005 at 4:56am

Looks a lot better than most of the DM maps on here. <br>Keep it up!
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