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Game: Half-Life 2: Deathmatch
Added Tue Dec 13th 2005

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This map has a discussion topic which can be visited here

I'm attempting to create a map with a lot of vertical gameplay.

In an attempt to focus on gameplay, I'm only creating the very basic brushwork. Once I'm happy with the gameplay I'll add textures, lighting, props, and more detailed geometry.

The theme of the map is undecided at the moment. Although I'm leaning towards the inside of some sort of Combine science testing silo.

I would appreciate any comments on the general layout so far. There is much much more to be done, and I'll be updating the screenshots as I go along.


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[author]
Posted by Addicted to Morphine on Sun May 1st 2005 at 2:49pm

I was sitting in class and my professor was talking about a specific type of design for a prison, which involved a single tower surrounded by a ring of cells which were fully visible from the tower. The tower had smoked glass so the inmates couldn't tell if they were being watched at that particular moment.

This map doesn't resemble that design much, except for the emphasis on action surrounding a central point. I had an idea for the first floor, and after I mapped out the pit and the glass, I really just went from there on without a solid plan for the rest of the map. The layout has gone through a couple revisions.

Thanks for the compliments. I know it's plain, but I'm working on that now.

I almost don't want to make it too detailed, so I can just keep a classic DM feel...
[addsig]
0 starsPosted by SnarkSephiroth on Sun May 1st 2005 at 8:32am

From the looks of it, Id say this map is going to be really cool! Keep up the good work! Where did you get the idea for it? Any sources or just from thought? I like it.
[addsig]
0 starsPosted by viper5k on Sun May 1st 2005 at 4:49am

Nice but plain
0 starsPosted by mazemaster on Sun May 1st 2005 at 2:19am

Maybe on the edges of the glass put some supporting metal beams. That would look cool but still let you see through most of it. I definitely like vertical aspect. [addsig]
0 starsPosted by Ferret on Sun May 1st 2005 at 12:28am

desperately requires better texturing, and moreinteresting static props to flush out the walls ect.
[author]
Posted by Addicted to Morphine on Sat Apr 30th 2005 at 8:17pm

I've finally decided to ahead with the combine theme. I textured a tiny bit of the map to see which textures fit well... and I think I'm keeping that blue wall texture and the turquoise for the platforms. The floor textures I'm nots so sure about. Anyway... here's a taste.

image

[addsig]
[author]
Posted by Addicted to Morphine on Sat Apr 30th 2005 at 2:11pm

Thanks for the comments. I'll definitely have to sort out the spawn issues. I'm going to move those two that are in the open area to a place where they'll have some cover.

What do you think I should do about the sense of scale? You can't drop from level to level without losing 10 hp... and aside from the one ladder there's no way (currently) where you can get down safely. I'm thinking of adding vents etc that you can jump onto so that you can make it down without losing life if you want. Although 10 hp really isn't much. Do you think I should sacrifice the height of the map to accomidate the proportions/safely dropping from level to level?
[addsig]
0 starsPosted by DrGlass on Sat Apr 30th 2005 at 9:40am

Well... play tested it today here a few thoughts.

  • Give spawns some cover! I always like a second or two to collect myself when I spawn, but here I spawned in the middle of fire fights and was at 50 hp before I could even fire my gun
  • Small details, add some supports, props, combine stuff, pipes, etc. (i know you know that)
  • more light variation. try and shoot for 3 kinds of lights, hard cold spot lights, soft white lights, and some colored lights (war color, like red or orange.
  • more wepons, but seperate the gun from the ammo so the player cant just camp in one spot with full ammo.
  • more cover, add some pillers along the walls or half walls you can crouch behind.
  • texture (duh)

Thats about it for now, cant wait to play it again!
[addsig]
[author]
Posted by Addicted to Morphine on Sat Apr 30th 2005 at 3:01am

? quote:
Architecture looks very halo esque...


Hmm you're right. That's not a good thing for HL2. We playtested today. It seems the general concensus was that the layout was fine. The map just looks really out of scale (too too big). At first everyone was like "whoah, this is really not scaled right" but I think most of them found it didn't bother them after a little bit. I'm going to try to fill up the space with some more support brushes, pipes, light fixtures, etc... and hopefully that will beef up the level and make it less empty and appear better scaled. In other words, after I finish, I hope it doesn't look like halo.
[addsig]
0 starsPosted by Myrk- on Sat Apr 30th 2005 at 12:27am

Architecture looks very halo esque... [addsig]
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