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Game: Half-Life 2: Deathmatch
Added Thu Mar 30th 2006

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This map has a discussion topic which can be visited here

A port of BMRF Sublevels to HL2DM. It's going well so far.. Mainly a learning tool, but I'll release it so people can see how horrible my first attempt at Source mapping is :P

-- Screw it; I've started work on a better map that's more suited to Source.

It's called Bloody Ore -- that's all I'll say for now.


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[author]
Posted by Victor-933 on Thu Mar 30th 2006 at 9:33pm

I've thought about the problems this map has, and the suggestions to create a new Source-based level.. and I've decided to abandon this project. I've started work on Bloody Ore -- a semi-parody of the game title Bloody Roar -- set in an iron ore mine.
0 starsPosted by Addicted to Morphine on Thu Mar 30th 2006 at 6:17am

? quoting Captain P
Hmm, I see. Well, the thing with those corridors is that they're long, narrow and for a gameplay purpose they'll probably very boring parts, so I'd cut down on their length. Personally I prefer to keep combat to certain well-defined area's and have corridors or paths in general connect them, where I try to keep these connections as short as a few seconds running and usually a bit wider than this, to give players the chance to avoid fire. Putting in a little cover now and then isn't a bad idea either.


I was about to say the same thing. Long corridors don't really get people motivated to move through them, especially since getting caught in the middle would be certain death. If I were playing a fast paced DM map and saw a long corridor like that (and it didn't have a really good weapon beckoning me from the other side) I'd likely say F that and run the other way.
0 starsPosted by Captain P on Wed Mar 29th 2006 at 2:26pm

Hmm, I see. Well, the thing with those corridors is that they're long, narrow and for a gameplay purpose they'll probably very boring parts, so I'd cut down on their length. Personally I prefer to keep combat to certain well-defined area's and have corridors or paths in general connect them, where I try to keep these connections as short as a few seconds running and usually a bit wider than this, to give players the chance to avoid fire. Putting in a little cover now and then isn't a bad idea either. <img src=" SRC="images/smiles/icon_smile.gif">
[author]
Posted by Victor-933 on Wed Mar 29th 2006 at 1:37pm

I'm actually going to use as much Source as I can learn in this map. It's not so much a port as it is a Source version -- the only thing original I'm keeping is the hallways themselves, and I've already started expanding on them. There's a small outdoor area where I'm experimenting with skyboxes, and some more physboxes where I'm trying to make a boarded-up door that needs punted open by the gravity gun. I'm also going to experiment with displacements. Note the usage of the word "experiment" which is mainly what this whole map is.
0 starsPosted by reaper47 on Wed Mar 29th 2006 at 9:57am

If you want to port a HL1 map to HL2 I'm afraid you have to re-design the architecture pretty much from scratch, just keeping the basic layout and theme. Flat texture lights are hardly used in Source anymore, they should be prop_statics, or at least have some mounting. The sloped parts on the top and the bottom of the walls look too symmetric and big for a HL2 map. This works in HL1 but here it's too low-poly.
0 starsPosted by Captain P on Wed Mar 29th 2006 at 6:28am

Still look blurry yeah. And I'd still say, leave the sentiment and use some of Sources power for a map - a HL map ported directly to Source won't look impressive compared to a map made for Source.
[author]
Posted by Victor-933 on Wed Mar 29th 2006 at 4:18am

It was .5 so that they'd fit on the walls. I'm experimenting with different textures as these may be causing that strange lighting bug with the physboxes.
0 starsPosted by Addicted to Morphine on Wed Mar 29th 2006 at 2:33am

They still look blurry to me. What's the scale on the textures? 0.25?
[author]
Posted by Victor-933 on Wed Mar 29th 2006 at 12:38am

Graphics settings were medium tex detail :O I'll update the profile with new shots.
0 starsPosted by G.Ballblue on Tue Mar 28th 2006 at 11:56pm

Well, I doubt that texture would fit the walls if wasn't overscaled, but yup, my gripe is the same as everyone else's -- use some of that HL2 power! <img src=" SRC="images/smiles/icon_smile.gif">

On the topic of the textures -- in HL2, you'll probably need to split walls and add more detail just so the textures look as though they are "fitting" cause I found that HL2 has the tendency to easily blur textures if the scale isn't below 1.00x1.00.
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