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1 rating / 5 stars
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1 rating
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1589 downloads
Game: Half-Life 2: Deathmatch
Added Wed Mar 21st 2007

Map Description

This map has a discussion topic which can be visited here

Beta1 is out!

Changes in this version:
<UL><LI>many, many minor fixes
<LI>removed the corridor that leads to the ladder (it's now outside)
<LI>finally did the proper texturing
<LI>refined brushwork at places
<LI>changed a few stairs and catwalks
<LI>added a few more connections
<LI>opened up the mall/underground area
<LI>tuned the RPG trap
<LI>added: numerous light fixtures - and lights!
<LI>added: physics props for better gravegun fights
</UL>

The map is set in the slums and abandoned industrial areas of a kilometer-high, futuristic city. Corrugated sheet iron and concrete. Some parts stand underwater. Sunlight falls in small chasms but mostly stays a glow in the distance. HDR, mmmm.


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0 starsPosted by Orpheus on Tue Dec 26th 2006 at 8:33pm

I had noticed while on my exploration that the map is approximately 70% completed. That said, there are a s**tload of finished maps out there that play just fine at that same level of completion.

Anywho's, I was truly impressed with it and would not be ashamed to rate it in the high 7's or low 8's.

I would say this one thing. That little bit of whatever it takes to set any map apart from all the other run of the mill maps is definitely missing.

0 starsPosted by omegaslayer on Tue Dec 26th 2006 at 6:34pm

Okay a few things, but lemme first say that the map looks great, you have some great basic archetecture, and I think you should run with that. Placing too many detail props (I think anyways...) would draw away from it's futureistic urban look.

You have a great gameplay overall, verticle gameplay is somethign of a rareity these days, and it blends well. Id just have to say that maybe you should unify certain areas with lighting. By that I mean the certain levels of height the player is at should have a "color" to their own, so when the player looks around he can say "ohh im on level x because im in the y color area".

A thing to note is that in the rocket room you can swim under, chuck a nade up to where the rocket is and have it blown to you, thus kinda defeating the purpose of having a maze of air vents to crawl through. Its not really a big deal, but I can tell you that people will be doing that when they play your map (a func_vclip_physics should solve this).

While we're on the topic of the rocket, lets just have a quick chat about the trap. I like it, seldom do I see traps anymore in maps, and this is a healthy one. The problem is I see is that theres no visual queue for the person throwing the switch to turn on the electricity. And with no visual queue how can the switch thrower know if anyones down there? I mean it takes a split second for you to throw the switch, which is enough time to take a nade or cross bow bolt to the face. Is it really worth throwing if you dont know if someones there? You can solve this one of few ways:
-give the switch thrower a visual queue (this could be glass or a monitor) for him to make the decision to kill the person getting the rocket.
-make the switch throwing sequence faster, by that I mean so he can do it ranged. This can be achieved one of two ways: 1) making a plug/socket set up like in lockdown or 2) make it so you can shoot a circuit box to cause a short that would trigger the electrical surge (func_button that doesnt move, but gets activated when damaged).

/my 2 cents on gameplay

Visually I like the tin roofs, thats a real nice touch. But lets get to the sky box, now I realize that your not done yet with it, but im just not getting the sensation that when in looking down im looking at another part of the city, I can tell its not far away. My suggestion would be to add in fog, or dust clouds, OR even look into placing a brush with the scrolling clouds texture over the citys bellow. That I think would give us a better sense of distance.

/my 2 cents
0 starsPosted by Orpheus on Tue Dec 26th 2006 at 5:53pm

? quote:
Map 25% complete

25 huh? A bit of an oversight on your profile update or do you really think this is only 25? No problem either way cause I can live with both.

My question is, how much are you willing to change in this map? I mean, the map looks great as is, but its still in need of some major alterations. In other words, it can be fine unchanged or it can be fine changed.

I am not willing to invest an entire afternoon and have it blown off like the last critique I did. I realize that that critique was my own fault, but the afternoon was still wasted.

The map looks fantastic as is. The call is yours.

For the record, this is not my ego talking. I can improve this map, or I can like it just the way it is. This maps success is not pivotal on my comments.

I looked at your readme. You already have a fine crew. They have brought you a long way. I'd hit them up once more at least because there are some areas that need attention.

/2cents.

[author]
Posted by reaper47 on Tue Dec 26th 2006 at 3:38pm

? quote:

One issue is that the HEV machine does not seem to work.


No way! <img src=" SRC="images/smiles/icon_lol.gif"> I'm 99.9% sure it works now. At least in Alpha2a. There's a couple of fixes and additions since Alpha2.

I'm glad you liked it, Jake!
0 starsPosted by Orpheus on Tue Dec 26th 2006 at 3:09pm

Finally, I have time for a looksee.

/me will get back to you in a few.

0 starsPosted by BlisTer on Tue Dec 26th 2006 at 11:24am

ooh thats a nice screenshot right there. nice work man
0 starsPosted by [FF]FNDR.Jake_Brake on Tue Dec 26th 2006 at 4:00am

<Well, I Well, I think you nailed it!! Excellent changes in lighting and connectivity between floors. The map is up on my server and have received many compliments!! Excellent sniping and close quarter action!

One issue is that the HEV machine does not seem to work. We look forward to your next map!!
[author]
Posted by reaper47 on Mon Dec 25th 2006 at 8:33pm

I'm glad you like the stairs. <img src=" SRC="images/smiles/icon_biggrin.gif">
0 starsPosted by Kasperg_JM on Mon Dec 25th 2006 at 7:37pm

In the image you just posted, bottom right corner. That's one of the places where I had seen two trusses too close together <img src=" SRC="images/smiles/icon_wink.gif">
I took a look around a couple of days ago. Nice to see some light fixtures, and the stairs look much more realistic now, hehe
[author]
Posted by reaper47 on Mon Dec 25th 2006 at 1:54am

image
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