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

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This map has a discussion topic which can be visited here

Hello this is my first map i have gotten good feedback from steam forums and wanna get some other opinions and advice from more advanced mappers.It has plenty of cover and props to throw around as well as a to story building with a snipers nest.Ive been working on my laptop @ work so screenshots might suck a little.


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0 starsPosted by DrGlass on Fri Dec 28th 2007 at 6:40am

It very well may be lost forever
0 starsPosted by ChrisInVT on Sat Dec 8th 2007 at 7:38pm

Looks like an awesome map, but the download link is broken smiley
0 starsPosted by DrGlass on Sat May 7th 2005 at 1:00pm

Wish I had known it was on rotation, performance was pretty bad and I dont plan on trying to fix it.
0 starsPosted by 417 on Sat May 7th 2005 at 7:38am

I like the gameplay on this map and it's original design. Most gamers don't run well enough systems to handle it's detail though so it had issues with a lot of players on it. Thus we had to pull it from our rotation.
0 starsPosted by DrGlass on Fri Mar 11th 2005 at 8:34pm

I agree, I made this back when I didn't yet understand the limits of hl2. I wanted an open, multi level fight. On to more and i can only hope better mapping.
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0 starsPosted by Orpheus on Fri Mar 11th 2005 at 5:29pm

i haven't looked at the last release, but the issue as i saw it was.. you broke the most basic fundamental rule in mapping.

"you can see almost everywhere, from anywhere."

IMO, this map was not much better than a killbox, albeit, with much more inside the box.

this map would have played alright with everything on one side or the other of the canal removed.

[addsig]
0 starsPosted by DrGlass on Fri Mar 11th 2005 at 4:28pm

thanks guys, I think your right. I bit off more than I or the engin could really chew. It would be more work to re-do and re-fix the map than it would be to start over and make one that wasn't a rush job.


[addsig]
0 starsPosted by Orpheus on Fri Mar 11th 2005 at 8:58am

WOW, i think I'm feeling faint.. CJ agreed with me twice in as many minutes..

/me goes and lays down..

[addsig]
0 starsPosted by Campaignjunkie on Fri Mar 11th 2005 at 5:22am

I agree with Orph; a lot of reworking is in order!

The layout is very impractical and needs LOTS of optimization. I was averaging 20-30 FPS in the main canal area (and I have a pretty high-end machine); common areas like these should have the highest framerate and less detail, because they will be the most traveled areas. Way too much to render all at once.

Source can handle very open expansive environments, but you still have to stay practical. Building a whole cityscape, canals, sewers, and parking structure along with water (which reflects everything and practically halves framerate!) is pushing it to the absolute limit, I'm afraid. I see some promise in some of the setpieces, so I think you just need more experience with layouts in general.

I suggest looking at some other maps (dm_torque or dm_np_refinery come to mind) to see how they keep flow efficient and consistent. Don't give up!
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0 starsPosted by Orpheus on Thu Mar 10th 2005 at 9:13pm

Son and i playtested this map.. it needs a lot of tweaks. i suggest you acquire a HQ critique before releasing. [addsig]
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