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Game: Half-Life 2: Deathmatch
Added Fri Jul 7th 2006

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A HL2DM map for 2-4 players.

I was inspired to create a small deserted island type map after seeing <A HREF="http://www.snarkpit.net/maps.php?map=2352" TARGET="_blank">this map</A>. I still need to change the angle and color of the lighting, add an env_sun, add weapons, add some prop_physics to toss about, add trigger_hurts, and add another tree or two.


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0 starsPosted by Captain P on Wed Dec 14th 2005 at 8:01am

Try the trigger_waterydeath. <img src=" SRC="images/smiles/icon_smile.gif">
[author]
Posted by Addicted to Morphine on Wed Dec 14th 2005 at 1:03am

Yeah, the small dock or jetty is a good idea. As for crates, I think I'll try to make this map without putting in a single one, just for the challenge of it <img src=" SRC="images/smiles/icon_wink.gif">

The large boat might work well when I expand the map, I'll see how it looks.

I agree, this map should be mostly close combat weapons, so even though you can see people from far away, you can't kill them effectively without going after them.

How did HL2 do the leeches? Anyone know?

0 starsPosted by satchmo on Tue Dec 13th 2005 at 8:10pm

What about a small dock or something? It could be a smuggler's hideout, so you'll have some crates and stuff. Some rocks along the coast could provide some cover too. And a large stranded boat on one side (that hides some seriously tasty goodies, like shotgun ammo or a bunch of batteries).

And I am thinking only short-range weapons, like the shotgun and grenades and phys objects.

What about a lagoon? With the water in the center infested with leeches or something (like in Hl2). Provide multiple ways of getting across the lagoon, but just not walk straight through. With the short-range weapons, you can see the opponent, but you just can't shoot him. That should add to the tension.

0 starsPosted by Myrk- on Tue Dec 13th 2005 at 5:49pm

I was gunna make a map like this actually- just like Farcry island maps.
[author]
Posted by Addicted to Morphine on Tue Dec 13th 2005 at 5:17pm

Thanks for all the great feedback so far!

? quoting BlisTer:
i like the look of it. you managed to capture the feeling of desolation. and i love the dusk atmosphere. but i'm not sure it would provide good gameplay due to the overall open-ness and limited acces routes. players can see each-other's every move. atm it woud be suited for 1on1 or 2on2 imo. maybe make more small islands around ? maybe more rocks for cover.

keep it up!



Thanks for the kind words. I'm glad the atmosphere is going over well. You're right, as it stands right now, this map would only work for 1v1 or 2v2, but the gameplay is pretty stale right now. I'm thinking I'll expand the two islands that don't have the shack on it, and add another couple islands opposite the shack. I don't want my map to become too much of a clone of mazemaster's Island17 map, so I have to make sure I keep my atmosphere when I expand.

? quoting ReNo:
How about some sort of elevated areas; small-ish hills with cliffs/steep bits so you have to have to follow some gradual paths to reach the higher ground rather than just running anywhere? Would require making the playable area a little larger perhaps, but not to a huge extent.


I'll work on expanding the map. I'll try to add additional islands, and a few steep faces so you can't approach the top from every side. Thanks for the suggestion.

? quoting Captain P:
I agree so far on the looks and the gameplay with BlisTer and ReNo. For both I have some suggestions:

Visually, you've set the mood, you're tweaking the lighting and all, but think about it... a small island in the middle of an ocean with a shed placed on it? Feels odd to me. I'd say, add a coastline or other islands in the 3D skybox, not too far away, so it's part of a serie of islands or a sandbank. I assume it's a fisherman shed or such so some specific items wouldn't be wrong. Anyway, I believe it's quite a small island for housing or even trees. It looks like it's going to be flooded every 12 hours, so you may want to increase it's size somewhat or add some rocks to make it more believable.

Gameplay-wise, you could do something with elevation to provide more visual and physical cover, but you could also choose another way. I'm thinking of a stranded, bigger ship, which hull could provide some extra possibilities, a deck could provide more vertical gameplay and the inside would allow for some different routes so it's not just a free-to-go playground. This also gives you a reason to scatter ship debris to provide cover on the island itself.


I'll definitely modify the 3D skybox (once I finish building the main parts of the map itself) with a distant coastline with some houses and a smallish port, and perhaps I'll put a fishing trawler out in the distance.

The shipwreck would offer some interesting gameplay and some good cover for the rest of the map, but I'm afraid I don't think I could map one realistically. I was thinking of putting a fishing boat beached on the sandbar, but I'm a little worried about the performance hit of disecting the water with such a complicated prop. Do you think it would be a bad idea? I think mazemaster circumvented this by making the boat covered in sand, not water, but I don't know if I'll end up with a big enough beach area to pull this off. I'll try.

Additionally, most of the exterior bits of the island drop of quite sharply into the water so I'm thinking of putting some bluffs on the back of each island, with decent sized beaches that run almost a circle around the map. That should offer some more variety.

Thanks a lot for all the feedback. I'll post a reply once I've updated the screenshots.

If anyone else has something to say, please go right ahead.


0 starsPosted by Captain P on Tue Dec 13th 2005 at 5:02pm

I agree so far on the looks and the gameplay with BlisTer and ReNo. For both I have some suggestions:

Visually, you've set the mood, you're tweaking the lighting and all, but think about it... a small island in the middle of an ocean with a shed placed on it? Feels odd to me. I'd say, add a coastline or other islands in the 3D skybox, not too far away, so it's part of a serie of islands or a sandbank. I assume it's a fisherman shed or such so some specific items wouldn't be wrong. Anyway, I believe it's quite a small island for housing or even trees. It looks like it's going to be flooded every 12 hours, so you may want to increase it's size somewhat or add some rocks to make it more believable.

Gameplay-wise, you could do something with elevation to provide more visual and physical cover, but you could also choose another way. I'm thinking of a stranded, bigger ship, which hull could provide some extra possibilities, a deck could provide more vertical gameplay and the inside would allow for some different routes so it's not just a free-to-go playground. This also gives you a reason to scatter ship debris to provide cover on the island itself.
0 starsPosted by ReNo on Tue Dec 13th 2005 at 4:20pm

How about some sort of elevated areas; small-ish hills with cliffs/steep bits so you have to have to follow some gradual paths to reach the higher ground rather than just running anywhere? Would require making the playable area a little larger perhaps, but not to a huge extent.
0 starsPosted by BlisTer on Tue Dec 13th 2005 at 2:10pm

i like the look of it. you managed to capture the feeling of desolation. and i love the dusk atmosphere. but i'm not sure it would provide good gameplay due to the overall open-ness and limited acces routes. players can see each-other's every move. atm it woud be suited for 1on1 or 2on2 imo. maybe make more small islands around ? maybe more rocks for cover.

keep it up!

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