Planet Half-Life HQ by KungFuSquirrel

Map Rating

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Map Info

Map Description

Released: January 2001

My first public release. Ewww.

Discussion

Posted by Le Chief on Sat Apr 4th 2009 at 11:04pm

Muhnay said:
I have one thing to be happy about though.. today I have been married 17 years! YAY!
Congratz! Check your private messages if you haven't already.
Posted by G4MER on Sat Apr 4th 2009 at 10:58pm

Oh if they ripped your map off, then I am very sorry for making that claim about you.. That is messed up man.. and I am truly sorry for my mistake. I don't like when people steal from others.. for me its like if you were Picasso, and I came along and painted something just like what you had.. that is how I see maps as works of art, and when someone steals your hard work.. I wanna go all HULK on their butts. So if they took from you, your ideas and hard work.. then shame on them and let me redirect my scorn and anger in their direction.

Again sorry for my thin temper.. I just opened my very own game store in El Paso, and had a couple unpleasant surprises.. I have one thing to be happy about though.. today I have been married 17 years! YAY!
Posted by Le Chief on Sat Apr 4th 2009 at 10:22pm

+ Layout and pacing
+ Secrets/Easter Eggs/Traps
+ Height Variation
  • Aesthetics
  • Ambient sound
  • Lack of background detail (such as 3D skybox) and non playable spaces
I played this map yesterday. This is of those "fun" maps. This map certainly reflects level design skill but I don't think its quite on par in regards to design and aesthetics and certainly ambient sound of other "good maps".

But hey, I can imagine myself having fun with this map, and that's the most important thing right? I think it has pretty good pacing, you can kind of walk around the house and through it plus walk on the roofs and through the second story as well as the basement so it certainly has height variation and pacing so that's a plus. There are quite a few secrets and things to play with also like the typical gate over the pool, walls with no collisions with secret stuff behind them and exploding soft drink cans etc.

The things that this map most lack have to do with aesthetics and overall design and I don't really think there is much point in talking about them because I don't think it matters too much for this map.

I will mention ambient sound however. Ambient sound is really important to me and this map totally lacked it! Games aren't just a visual medium, they are an audio medium also and you have the potential to multiply the player's experience. Some people even think that sound design should be more of a focus than visuals and detail of the level. Instead the lack of sound is detracting from this map and all I could hear where my weapon sounds and a concrete walking sound.. even when I was on the grass. No matter what, doesn't matter if its a kill box level, at least make the effort to toss in one sound for the overall level.

Anyways, its a decent map, the fun is there which is the most important thing, just make an effort to add ambient sound next time and keep on improving on your aesthetics and design mojo, this seems to be your best looking map so far! Keep it up!
Posted by gtamike_TSGK on Sat Apr 4th 2009 at 8:42pm

Ok thanks ;)
Posted by Riven on Sat Apr 4th 2009 at 7:31pm

I'll definitely comment on the map as soon as I get a chance to play it!

@Muhnay: Thanks for apologizing. Let's make this map better by critiquing it!

-I'll post mine later with some screenshots and lots of comments! -Boy, I haven't done a big critique in a while, this ought to be fun! I look forward to playing your map gtamike!
Posted by gtamike_TSGK on Sat Apr 4th 2009 at 5:50pm

I would never copy anyones map, plus I don't even like or even play cs/css. :confused:

If anything dm_attack_house_tsgk is a little bit based on my older house map dm_combat_house_tsgk.
Link
http://www.snarkpit.net/index.php?s=maps&game=2&mod=23&map=3172

All I can say is download and try dm_attack_house_tsgk and look around, my older house link above also if you want a look around.

Is not common for chairs and tables to be by a pool? and boxs for cover in games?
Posted by G4MER on Sat Apr 4th 2009 at 4:37pm

Let me Apologize.. under a lot of stress recently.. so my patience is thin.. even more so when I see a blatant rip off of another map... I don't tolerate thieves well, and even more so when smart mouth punks who post others works as there stuff, and then call comments useless. So I must apologize for thinking your a complete and utter useless mapper, and human being.. I must apologize for being way to harsh and judgmental, I must, because that is just not who I am. And the Pit deserves better from me than cheep attacks and harsh words. So I apologize to the community here. I am Sorry.. now Mapper go out and map something new and original.. well original as one can get these days with so much crap out there... and show us what you really got. Here is some love..

:wcc: :wcc: :wcc: :wcc: :wcc: :wcc: :wcc: :wcc: :wcc: :wcc:
Posted by Juim on Sat Apr 4th 2009 at 3:51pm

Well, I've been doing some searching, and I found this:
User posted image
Pic on FPS Banana, compared to this:
User posted image
of your map. The differences are distinct, yet they are vaguely similiar. The problem here also, is that "house" style maps have been done to death since HL1 was a little baby. The main problem being (IMO) that the engine basically has to draw almost everything within the fence line at once, all the time. Performance is a must if you hope to recieve good comments and server hosting where house style maps are concerned.I'll download them both and have a run around later today and get back to you.
Posted by gtamike_TSGK on Sat Apr 4th 2009 at 12:12pm

haymaker said:
exploding melons yum! Lots of creative ideas in here as usual GTAmIke.

For some reason running thru this I totally ignore the architecture, which I have to say is

pretty rudimentary for anyone that looks. But you've successfully taken the focus off of

that, which is the point of this map in a way. I like that telport chain, I did that once

but nixed it because of vulnerability, but your solution is good. Does 'booster' actually do

anything or is it just hp? Aslo the beachball is prop awesomemess. I like the nade-shield

over the supercharger but it may be overkill.

Crits;... too many func_breakables; one too many narrow hallways it seems; clumsy play

boundaries; can't acess main roof!; performance degrades as map plays on, prob due to

breakables and the portals there; those busted crates work for gameplay but are just a bit

too far-fetched ( wtf is going on outside the wall there ); wierd rainbow graphic anomaly

above nade crate; catatonic feline is creepy; hot tub is useless; window headers screw up

the jump over the sill; matress is useless and laggy; time to ditch that brushwork sig and

make a texture; phys props are inconsistent in behaviour...

I like the creative thought here, but this is way below your last release in terms of

quality. I find css a boring-ass game so i can't comment on the originality either.
Thanks for feedback, the booster is HP.

The 2nd roof question as many people ask about (highest roof)

Theres 2 levels of roofs also garage on the map the first one you can go on because its not too much of a disadvantage. Players can see you and they have a good chance of killing you. I have tryed the 2nd higher roof but its really too easy to camp their and way too much to cover/hind space.

E.G. go on the top of the 2nd roof with mag quicky look at ground shoot someone run back to th middle of the roof to not be seen and keep going this, also use gravity gun to get more ammo.

That gameplay Would Of Been bad so the 2nd roof is blocked off for all players/campers. (The map is designed to be fun and fast gamplay) :hee:
Posted by haymaker on Sat Apr 4th 2009 at 8:27am

exploding melons yum! Lots of creative ideas in here as usual GTAmIke.

For some reason running thru this I totally ignore the architecture, which I have to say is

pretty rudimentary for anyone that looks. But you've successfully taken the focus off of

that, which is the point of this map in a way. I like that telport chain, I did that once

but nixed it because of vulnerability, but your solution is good. Does 'booster' actually do

anything or is it just hp? Aslo the beachball is prop awesomemess. I like the nade-shield

over the supercharger but it may be overkill.

Crits;... too many func_breakables; one too many narrow hallways it seems; clumsy play

boundaries; can't acess main roof!; performance degrades as map plays on, prob due to

breakables and the portals there; those busted crates work for gameplay but are just a bit

too far-fetched ( wtf is going on outside the wall there ); wierd rainbow graphic anomaly

above nade crate; catatonic feline is creepy; hot tub is useless; window headers screw up

the jump over the sill; matress is useless and laggy; time to ditch that brushwork sig and

make a texture; phys props are inconsistent in behaviour...

I like the creative thought here, but this is way below your last release in terms of

quality. I find css a boring-ass game so i can't comment on the originality either.