The G-Man Death (Multiple maps) by fizscy46

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Map Description

A set of maps with the single goal to kill the g-man at all costs.

Having secretly gained access to a train into the generator complex of the Canavaral research facility (Yeah... I'm not much for names), you must work your way first through the old power complex to reach the main lobbies. The G-man is your target, and he must be erradicated at all cost to prevent him from doing more damage. Persue him above anything else, and destroy any loyalists by his side.

This is basically a mini-mod in a way (No customized coding) that I started back in December and am attempting to complete aboot the time Half-Life 2 is released (Although if I can't, I will put it into HL2 and update it to all the new features) so that I become re-accustomed to mapping after a long break. I have only spent 5 of the last 9 months working on it (December-February/June on the first 2 parts, July on third, August on 4th), and am gaining experience to the point that I was able to complete the 3rd part to my liking within 3 weeks (I will let everyone playtest the 3rd once I get the pos to compile... It'll take it a good week to do so on my machine).

Anyways, I'll post more screenies soon

So far there are 4 levels, with promise for at least 3 more.

Map 1: 90%
Map 2: 85%
Map 3: 98%
Map 4: 45%
Map 5: 0%
Map 6: 0%
Map 7: 0%

[u]News:

[/u]
August 13: 2 new Screenshots from my current work on the first battle in the 4th level (The earlier level are puzzles and the abandoned complex). The 3rd screenie shows some incomplete texturing on the floor and the upper walls.

August 14: Go to the 69th Vlatitude forum to downloadthe 1st part and the 4th part (Whats done) for a sneek peek and playtest it to see if I've set it up as a mod correctly and included all the files.

August 19: Lots of new screenies on the board for this map. Look at them immediately! :D

Discussion

Posted by fizscy46 on Mon Aug 23rd 2004 at 9:08am
[Author]

The prefab (I removed the garbage can, I didn't mean to put in the cleaning cart) is there for the shotgun really, cause it's the only idea I had for a way for the player to get it (They enter the room witth a crowbar. Not very useful for a battle against 8 grunts)

The hanging lights have gotten lots of praise for the way they bring out the 3 dimentionality of the scene, but I'll skinny up the wires.

Also, the grunts are quiet good at running up the stairs.

Other then that, I'll use all the tips Very nice, very nice indeed... For tommorrow, I'm tired right now.

As for the Hammer screenshot, that scaled up floor, as well as all the other floors, aren't done.
Posted by Campaignjunkie on Mon Aug 23rd 2004 at 8:01am

Did some critiquing of my own, inspired by the great Gwil. Covered the whole screen in text.
Whoops. "Bulky" comment refers to those ~8 unit "wires" holding up the
lights. Kind of detracts from the area. Recommend you remove them and
then move the lights higher up. Lots of light fixtures in Half-Life
were floating in mid-air, and most people didn't seem to notice
(especially me!)

Adding more cover and getting better flow between the floors will also
probably solve the grenade problem, since the grunts will have
somewhere to run to.

EDIT: Oooh, and scale down that floor texture in the Hammer screenshot,
and consider using a different floor texture altogether as well.

I hope it's self-explanatory enough. Also hope it helps. Weee. :smile:

White = architectural/texturing

Blue = lighting

Green = gameplay

User posted image
Posted by fizscy46 on Mon Aug 23rd 2004 at 7:29am
[Author]

You could make a details tutorial with a bunch of pain doctored level photos.

Surprisingly enough, that hall only had one leak, and it was because the roof was misaligned.
Posted by Ferret on Mon Aug 23rd 2004 at 7:23am

lol thats how I critiqued crackerjack. I did some photoshopping to show
him how to do some lights and then he went and did it and it looked
swell. On his NS map that is.
Posted by fizscy46 on Mon Aug 23rd 2004 at 7:16am
[Author]

+volumetric light for added effect.

Going to compile it overnight and post updated screenies
Posted by Tracer Bullet on Mon Aug 23rd 2004 at 7:07am

I like that last screen. It would look really cool if you were to place some light_spots pointing up from that ledge at inetervals.
Posted by fizscy46 on Mon Aug 23rd 2004 at 5:54am
[Author]

Personally I think we need more people that critique on maps that way. Extremely helpful if you paint a picture with msPaint (skillz yo).

Edit: I like this hallway I made.
User posted image

you can't see it in this pic, but the orange on the walls is seperate from the grey with a ledge at the top of the orange
Posted by Gwil on Mon Aug 23rd 2004 at 12:34am

User posted image

here is a super duper annotated picture, ill do it to the rest when im not so tired.. lets see

basically, it doesnt look very interesting - it looks ok, but fairly
plain, and a little odd in places (no doorframe, bottom right corner).
if you wanna spice it up, try adding vents in the ceiling area above
those lights.

give them support bars/hazard lights to enhance the detail further..
essentially vents, or vertical wall struts, for example, are large
brushes (ie low r_speeds) made their best with colour, or innovative
detailing.

also, you need a guard rail on that 2nd floor door, and possibly the
stairs - and puit some supports under the platform, it just doesnt look
right jutting out of the wall with nothing to hold it up.

finally, i personally would put the lights slightly higher, and
definately change the texture for them.. the low res circular lattice
thingy you have now has always been ugly :/

apart from that, it looks good. just build on what you have, and bring the map to life with realism and ambience :smile:
Posted by fizscy46 on Sat Aug 21st 2004 at 5:50am
[Author]

I'll probably also need it for when HL2 comes out
Posted by Biological Component on Sat Aug 21st 2004 at 5:34am

Buying a 512MB stick of RAM just to compile Half-Life maps faster... that's devotion.