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2 ratings / 4 stars
2 ratings / 4 stars
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2 ratings
3926 views
76 downloads
Game: Half-Life 2: Deathmatch
Added Mon Sep 3rd 2007
Updated Sun Aug 10th 2008

Map Description

This map has a discussion topic which can be visited here

On hold, I'm working on DM_Ozone (what the layout for Soylent started as)


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0 starsPosted by reaper47 on Sun Apr 22nd 2007 at 11:50pm

I've been looking forward to the original theme but I'm glad you didn't let the whole map die just because the custom work proved to be too much.
[author]
Posted by Naklajat on Sun Apr 22nd 2007 at 5:54pm

Ever wonder what happens to the massive amounts of casualties in HL2? Or where the mystery meat at your local ration distribution center comes from? You'll find the answers to these questions and more at the Combine Nutrient Reclamation Plant #17B, tours are expected to be available July-ish. (Stay inside the designated area at all times and keep the armed tour guide in sight at all times. Follow any orders your guide gives you, they are for your safety and/or his/her entertainment. Violators will be immediately terminated without exception.)

Changed the theme from a human colony on a distant planet, to a Combine nutrient reclamation center, where they maximize nutrient efficiency by turning the dead into tomorrow's salsbury steak.

Yum.
[author]
Posted by Naklajat on Mon Feb 19th 2007 at 5:23am

To be honest I was kind of humoring the idea of abandoning this map. I had really underestimated the amount of work it would take to fill the map with custom props. I haven't even looked at this map in quite a while, I think taking a break from it for a month was a good idea in any case, as it'll help me look at it with fresher, more objective eyes. I've put a lot of work into making the layout really solid, it doesn't really make sense to abandon this now that it's mostly cosmetics left. I can tell you one thing for sure though, I don't think I'll ever start another map without working it out on paper first, especially if I plan on making custom meshes for it. I'll probably go through and do perspective drawings of all the major areas of DM_Ozone, so I can figure out what I need to make in Maya.
I'm finding out that Planning > Ambition.

On another note, the "smaller DM map using stock assets" I was talking about turned into another somewhat large map using lots of custom meshes... for UT2004... or maybe (probably) UT3 since I've fallen in love with UEd 4... in any case that's another multi-month project in itself.
0 starsPosted by Jacfu on Sun Feb 18th 2007 at 12:49pm

This map is perfect for hl2 multiplayer imo. I found it very consistant and smooth. I'm in no position to critique anybody's mapping skills atm, 'cause I'm still a novice when it comes to mapping. The only other thing I want to say about it, is that I hope you don't abandon this map. Would really like to see it completed.
0 starsPosted by Orpheus on Sat Jan 20th 2007 at 11:14pm

Gimme a holler, if you want a critique.

I don't much volunteer them anymore due to the bad feelings incurred.

0 starsPosted by ding on Sat Jan 20th 2007 at 1:30pm

Man I just got to say that Alpha 2 is running even better than the one I got before. Plus, I was surprised when I got up that ladder in the outside area. It worked so damn well that I think you just build the best ladder I have ever seen image

I agree with reaper47 to enlarge those windows a little bit.

Oh yea what about adding something like a comm-interface (antenna/satellite - something ***spacey***) at the corner of the outside area in the final release - would fit perfectly there IMO.

cheers - ding.
0 starsPosted by reaper47 on Fri Jan 19th 2007 at 3:15pm

? quote:
I'm going to get started on the models and textures for the map, so I'll be working in Maya and Photoshop a lot more than Hammer for the rest of this project.


This is gonna be great!

I'll have a look at alpha2.

[edit]

I played it with another player (1on1 isn't what this map was made for I supposed but it gave me a feel).

Generally, I love this map. I love the layout, flow, connectivity. Everything you can see yet.

This may not be accurate for larger games but I found that there are very few big health kits which can get annoying and the RPG is to dominant at the cliff.

One more minor thing: I believe the windows you can shoot and jump though should be player-height. You get stuck in a duck position for 1-2 seconds if you don't get a clean duck-jump which is a little bit annoying.

Also please try to avoid placing physics props like weapons or ammo. I've seen this so often and it's really hard to not clutter the map but right now there's too little trash and gg-ammo lying around. It should be much denser and not only in the corners all the time, so you can get a quick grab. I missed the gg action.

Except for that: Perfection.
[author]
Posted by Naklajat on Fri Jan 19th 2007 at 1:54pm

Alpha 2 is available now, and will likely be the last version that sees many major changes, so if you think there are any problems with the layout, flow etc, this would be the version to point them out on. I'm going to get started on the models and textures for the map, so I'll be working in Maya and Photoshop a lot more than Hammer for the rest of this project.

Just to reiterate: critiques are really appreciated; I'd rather have harsh grading now and a good map when it's done, than praise now and a sub par end result.

dm_ozone_alpha2.zip, 1.18 MB
0 starsPosted by amanderino on Fri Jan 19th 2007 at 11:50am

The ceiling above the catwalk above the two barrels in the fourth picture looks a bit too low. It could just be the way the screenshot is, though. I haven't gotten to download this map yet. I will within the next two days, though.. after I escape from everyone.
[author]
Posted by Naklajat on Fri Jan 19th 2007 at 11:41am

I'm very close to releasing Alpha 2

Highlights:

Added some cover to the large outdoor area; An RPG has replaced the crossbow as the prize of this area.
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This is the area that was rebuilt, I think it flows a lot smoother than what was originally here; The crossbow sits on the roof of this hut that can only be reached by a sprint jump, and once you're there you're open from about 5 different places, making it a dangerous weapon to go for.
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The tunnels have been changed quite a bit, I think it's an improvement.
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I'm going to run through the version I just compiled, and if there's nothing wrong with it I'll .zip it and post a link.
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