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Game: Half-Life: Deathmatch
Added Sat Dec 4th 2004

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This map has a discussion topic which can be visited here

<B>RELEASED AUGUST 2004. People's Choice of 2004 Snarkpit Competition.</B>
<I>To install: open &quot;persia&quot; in the .zip, and extract the 5 or 6 folders into &quot;valve&quot;. I don't know why it's even in &quot;persia&quot;, I'm stupid.</I>

When I played Prince of Persia, what really stuck out for me was the level design. All of it was very seamless and connected - you had a genuine feeling of where you were going throughout the palace and it all seemed like one place. Flash forward a few months. I slave away at the last second and barely pump out a map for the competition. I'm such an idiot!


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0 starsPosted by JMW on Tue Aug 10th 2004 at 10:46pm

1 to many beers last night. I just realized how ignorant my post was. Sorry, I guess I should only use winzip when sober... <br>map looks good and unzips fine. <br> <br>-JMW
0 starsPosted by ReNo on Tue Aug 10th 2004 at 1:58pm

Errr, just copy all the folders from the persia folder in the zip into your valve folder, and the job is done smiley
0 starsPosted by JMW on Tue Aug 10th 2004 at 4:21am

Stunning, at least the screenshots are. I tried to dl it but I dont feel like moving all of your files to the right directories. It looks nice but I dont feel like spending time moving all of the files out the persia directory into the right ones. Nice. <br> <br>-JMW
0 starsPosted by ReNo on Tue Aug 10th 2004 at 2:53am

My comments from the forum thread, after a 5 person playtest... <br> <br>CJ's &quot;Persian Letters&quot; has more potential than pretty much any other DM map I've seen, but in its current shape it leaves quite a bit to be desired. Anomalies such as func_illusionary handrails with no clip brush, or seemingly solid bits of rubble that you can fall righ through, detract quite a bit from the stunning first impressions. It runs like a dream considering the awesome grandeur and detail, and while gameplay was hampered by some questionable weapon placement (which can be attributed both to CJ's original plans for a non-DM game mode which has so far failed to materialise, and no doubt lack of time) the layout and z-axis combat mean this could be one hell of a player as well as a looker.
[author]
Posted by Campaignjunkie on Mon Aug 9th 2004 at 11:53pm

Well geeze you should have offered to fix it last night at like 1 AM!! Too late anyway.
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0 starsPosted by Ferret on Mon Aug 9th 2004 at 10:25pm

jesus you dont have to delete to fix clipnodes campaign! PUT THEM BACK IN AND SEND ME THE RMF AND I WILL FIX IT FOR YOU
[author]
Posted by Campaignjunkie on Mon Aug 9th 2004 at 8:32pm

A list of cutout content due to constraints / BSP limits:

- Dynamic King of the Hill gameplay; each area had a pad, and the hill would randomly move every 30 seconds. Had to remove due to allocblock:full error. Also conveniently solves the problem of finding other players to fight in the giant map.

- Water reflections in the Baths area; had to remove to conserve leaves. Looks pretty damn cool though.

- Traps within the palace. Spikes, crushing walls, swinging axes of doom, etc. Cut out for allocblock:full and to conserve leaves. But would have added an interesting dynamic to the gameplay, or quite possibly become incredibly annoying. Never had time for a playtest though.

- Lots of other cool details and cliff-brushes, deleted to save clipnodes and leaves. Damn map limits!

Assuming I did do a more polished version, I don't think I can add the detail back in, considering the BSP limits. Maybe I'll chop up parts of this map to use in a mini-Singleplayer pack, who knows.
[addsig]
0 starsPosted by Forceflow on Mon Aug 9th 2004 at 7:24pm

this looks great ... so many good maps in compo this year ... decisions, decisions ...
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0 starsPosted by Forceflow on Mon Aug 9th 2004 at 4:03pm

In a word : stunning.
0 starsPosted by Ferret on Mon Aug 9th 2004 at 3:02pm

prettttyyyyyy

its got my vote

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