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unrated
unrated
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1811 views
1116 downloads
Game: Half-Life: Deathmatch
Added Wed Nov 5th 2003

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This map has a discussion topic which can be visited here

2003 map competition entry

V. small and not my best. I rushed it a bit for the original release date. Hope to release better version soon. Nevertheless, great fun to play with great sniping areas and a large, <I>not-quite-</I>killbox area (for those people who like that sort of thing...)

Orpheus very kindly reviewed it here: <A HREF="http://www.snarkpit.com/pits/orpheus/comp_reviews/prototype/prototype.html" TARGET="_blank">http://www.snarkpit.com/pits/orpheus/comp_reviews/prototype/prototype.html</A>


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Discussion
0 starsPosted by Ferret on Sun Aug 1st 2004 at 9:58pm

I'm rating this a 4 because if you take the time, that map can be an uber scene. Simply redo the lighting to make it more dramatic, and do some NICE sprite effects with env_beams and env_glows and this'll look f'ing sweet.
0 starsPosted by Kampy on Sat Feb 21st 2004 at 10:01am

good job transferring it to 3d
0 starsPosted by Orpheus on Wed Nov 5th 2003 at 4:06pm

A fine beginning to a mapping career. &lt;br&gt;review at: &lt;br&gt; &lt;br&gt;http://www.snarkpit.com/pits/orpheus/comp_reviews/prototype/prototype.html
0 starsPosted by diablo on Wed Nov 5th 2003 at 4:06pm

The main thing that let this map down was architecture errors. You made a great effort capturing the image you chose. Great work.
[author]
Posted by Loco on Wed Nov 5th 2003 at 4:06pm

Thanks guys. My excuse for the architecture errors? I used a program called &amp;quot;Revolver&amp;quot; which uses a 2d profile and revolves it a round an axis and then generates a .map file. Not great results. I'll fix it when I can be bothered to go back to the file. The other excuse is that I'm just plain lazy!
0 starsPosted by Cash Car Star on Wed Nov 5th 2003 at 4:06pm

*from my forum post* &lt;br&gt; &lt;br&gt;This map looks good at first glance, but the nasty slowdown you get in the main room says something's up. It's not the r_speeds, DM_Ominous went twice as highly and still ran smoothly on my comp. So what is it? Tauing around in the main room I see all sorts of brush misalignments, and generally things not meshing well. I'm betting there are all sorts of Leafportal saw into leaf errors, and a few HoM type problems (although I didn't spot any obvious ones). Cleaner brushwork that stays on the grid would help this map out a lot. In terms of gameplay, I found the dead ends and questionable weapon/ammo placement to be irritating. For example, I go all the way down the ramp in the lobby to find nothing but some handgun ammo. That's not cool. The dual Health Chargers seemed a bit excessive and quite probably camperific.
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