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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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0 starsPosted by Push6 on Thu Apr 28th 2005 at 12:31pm

This looks like its got the potential to be alot of fun, hope you can pull it off. It could just be me, but the glasswalk ways seem a bit.. thick? maybe make them a bit thinner? Apart from that though, it sounds alot of fun.


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Posted by Addicted to Morphine on Thu Apr 28th 2005 at 12:14pm

Ok sounds good. I'll keep my eyes open for a test night.

I'm going to vary the light colors like you suggested.

As for the Dev textures... I found that particular texture to be the least annoying when blanketing every surface. Maybe they are still annoying, but I can't think of another that would be less irritating.
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Posted by Addicted to Morphine on Thu Apr 28th 2005 at 12:10pm

Hey satchmo,

Thanks for all your suggestions! You've mentioned some really really good ideas that I'd like to try to implement.

Right now for the theme... I am leaning towards some sort of combine weapons/research silo. So I have my texture set, I just have to do a good job of applying them.

I'm glad you like the layout! It's fairly simple now (although I may add a few more routes to the top because right now there are only a couple).

I never liked ladders in deathmatch, but they might be added as an option somewhere in the corridors, I actually already have an idea brewing for an alternate route... I guess I'm just worried there's not enough connectivity. I'm hoping there's flow, but I want more options to keep the games fresh. I'll need to playtest this to confirm. Check out the new chapter I have about the completed alpha.

I like the idea of windows so you can see people run by. I have some good ideas on where to put them.

I don't think I'll be adding an elevator. I already have 3 soon to be combine zero-gravity lifts that are just simple trigger_pushes and they spit you out a ways. It's rather amusing to fly through the air coming out of the chute.

I will definitely add more piping models in the center of the silo.

What I think might work well is a button somewhere that deactivates the bridges briefly. I'd have to make them energy bridges, but I think the effect might be good. Getting almost across and someone deactivates the bridge and you fall a long way. There'd have to be an audible warning to stop that from being too annoying.

Again thanks for the comments!

Everyone else, please post in the new chapter.
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0 starsPosted by DrGlass on Thu Apr 28th 2005 at 4:53am

I dont think there is really any 'right' way to use the dev textures.

I'd like to help play test it, I'm thinking about asking for another play test night, neo has a map that needs testing, I have one (if I could ever compile it), and you would make a solid three.

There needs to be some more light variation. Try diffrent color based on level, so you dont get lost.
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0 starsPosted by satchmo on Thu Apr 28th 2005 at 4:30am

I have a suggestion for the theme. The map looks like it can have the architecture for a intercontinental missile hanger. Perhaps it could be one of the powerful combine weapons used in the Seven-Hour War?

This can provide the basis for texturing the map. And I love the layout. I had an idea for a map like this, but it never materialized.

I recommend adding some ladders to have more access to the top. In addition, I like the idea of having transparent walls. Perhaps you can even make some more walls that just has a hole filled with non-breakable glass in it. This way, you can see another player running right past, but neither one can shoot at one another. But the anticipation is that you'll be meeting right around the corner (so either bust out the nade or the shotgun).

What about a functional elevator? And more piping models in the center of the silo structure? Some high-voltage area with switch? Just some more ideas.

I can't wait to play this.
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0 starsPosted by Ferret on Thu Apr 28th 2005 at 4:01am

I think you're missing the point of the developer textures.
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Posted by Addicted to Morphine on Thu Apr 28th 2005 at 3:15am

I just finalized the layout and updated the screenshots accordingly. It's a simple map, nothing more than a stretched out arena, but I have to say I'm rather happy with the potential for vertical combat. After I finish up weapon and item placement, as well as player spawns, I'll be ready to host the map.

Does anyone want to help me playtest the alpha?

It's not much to look at now, but I want to see how it plays and also get some input on weapon locations before I work on textures, architecture, lighting, and props.

It will have to be sometime this weekend. If anyone is interested, please post when you're available. Thanks in advance!
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Posted by Addicted to Morphine on Thu Apr 28th 2005 at 2:28am

I've never done it this way before. I figure... before I get all distracted by the way the map looks I'll try to figure out the layout objectively.

It's kind of nice not worrying about what things are supposed to be textured as you build it.

I'd say it's worth trying.
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0 starsPosted by G4MER on Thu Apr 28th 2005 at 2:13am

Do always map in the grid, and then go back and texture? Im wondering if I should do that? [addsig]
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Posted by Addicted to Morphine on Thu Apr 28th 2005 at 1:37am

Thanks for the votes of confidence guys. I did some more work (fleshed out most of the map now) and posted 3 updated screenshots.

I'm going to add one more bounce vent. It'll be opposite the topmost one. So there will be two ways to get to the top.

I've decided not to include the RPG. It would make this map too easy. I'm already debating whether or not to add any Machine Gun grenades.

The way the map is shaping up I think I'd have the most fun with the crossbow, magnum, and combine rifle. The shotgun would have a place in the side corridors.

When someone dies at the top... they fall a long way down. I blew myself up a couple times just to watch my body tumble all the way to the bottom. Pachinko!

Feel free to offer feedback on the new screens!

Edit: If it doesn't hurt performance too much I'd like to add smoke to the pit... So that it will obscure the bodies when I trigger_hurt kill them. I think it'd look pretty snazzy as well. How would I go about doing that? Which entities? I did a search but I'm still not sure what I should be using.
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