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1306 downloads
Game: Opposing Force (HL)
Added Tue Feb 10th 2004

Map Description

This map has a discussion topic which can be visited here

Half-Life:Opposing Force deathmatch map with very high system requirements best for LAN. If You think Your hardware can take it then have a try! If Your waiting for Half-Life2 then You've got to try it because it almost exceeds the old engine capabilities :)We could do even better but the engine is too old smiley
We use it on LAN an it's smashing. Runs good on a Duron750 with GeForceMX2 400. Feel free to comment. Any kind of feedback is most welcome!


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Discussion
0 starsPosted by Dr Brasso on Tue Feb 10th 2004 at 3:23pm

yeah yer a crabby old fart these days arentya, old man??.../runs

seriously tho, gollum touched on some very important points....folks may download this map, and try it out, but i expect after about an hour of play (and this is being generous, imho) it'll be tossed on the ole "pile"....theres nothing here to keep a person wanting to come back and play it again....same old crates, same old cinder blocks, etc etc etc...it si very bland for an OP4 map, i'd say you and your counterpart should take a day or three and really just wotk on the aspects gollum has pointed out, and it could be a good map, both in gameplay, and looks.../my 2 cents....

Doc Brass...

[addsig]
0 starsPosted by Gollum on Tue Feb 10th 2004 at 3:01pm

*shudder* Well I'm sorry that I've been grouchy lately, but my tolerance for fools is as low online as it is in real life. Maybe I just shouldn't bother commenting on rubbish maps in the future. Obviously they only want positive comments

Or maybe I'm just getting old and grumpy. *sigh*

0 starsPosted by Cassius on Tue Feb 10th 2004 at 2:53pm

Well Christ, Gollum, don't crucify the man.

0 starsPosted by Gollum on Tue Feb 10th 2004 at 2:42pm

The colouring of my maps is totally irrelevant to whether your map is ugly. Indeed, my maps in general are totally irrelevant to the quality of your work.

I have never, and will never defend against criticisms of my work by sniping at my detractors. That is the attitude of an immature fool who has nothing to gain from harsh - but fair - criticism.

The quality of artistic criticism is hardly related to the critic's artistic ability.

Incidentally, I am aware that gmdm1 is excessively colourful in places. I am also aware that the texturing in gmdm2 is a shortcoming of the map, although I do not think it is lurid.

--

PS quoting Latin does not make you look clever. Ceteris paribus, it just makes you look like a tit.

[author]
Posted by Lekki on Tue Feb 10th 2004 at 2:27pm

For antianticampersquad - if You made a map like this we would like to see it very much but we cant find it on Your page beacuse apparently the link is broken.

Yes there is two of us...

And for Gollum - we just seen Your maps... well de gustibus non est disputandum but we don't like colors and textures like in a circus.

0 starsPosted by Gollum on Tue Feb 10th 2004 at 1:58pm

? quote:
Try to play it with someone instead of just seeing it!

Sorry mate, but you can't realistically expect people here to actually play your map when there's nothing "at first sight" to attract them to it. There are vast numbers of custom maps out there and most of us only play a map if it shows some obvious promise. Indeed, many of us (including me) hardly ever play games at all any more! Most of the time I won't even bother to download a map, let alone play it with other people.

We can talk all day about theories of gameplay. I have my own theories too, which are extremely detailed. Regardless, there are many different styles of gameplay. Personally I feel that maps with lots of different possible firing positions - lots of places to look at once - encourage less intelligent gameplay than maps with a more straightforward layout.

Whatever theory of gameplay you hold, there is no need for a map to look boring in order to promote that sort of gameplay. Putting effort into the atmosphere - visuals, sounds, theme... - will improve any map. Most people around here consider it lazy not to bother with "the look".

0 starsPosted by matt on Tue Feb 10th 2004 at 1:39pm

"We?" so you're more than one person then? [addsig]
[author]
Posted by Lekki on Tue Feb 10th 2004 at 1:31pm

We don't think that there are too many windows because it was the general idea to make as many firing positions as possible. This map is about gameplay not looks and the r_speeds are used on that because most of the time You can see everything that is happening on the map and react to it instead of enjoying some 'beautiful corridor' with no players in it. We must agree that the achitecture is mostly created out of ordinary cubes We used plain lighting so that the players were easily visible and they could not camp so easily. Try to play it with someone instead of just seeing it!

0 starsPosted by antianticampersquad on Tue Feb 10th 2004 at 1:01pm

i made a map like that once but with less crap around it.

i think it was the first map ive ever made and it ran the r speeds into the 1000's on my old s**tty pc

[addsig]
0 starsPosted by matt on Tue Feb 10th 2004 at 12:54pm

soz but I agree with gollum. [addsig]
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