Armada by BlisTer

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Map Description

i'd like to see Armada as the representation of the mapping level i have obtained during the years. Objectives and such arent added yet, but architecture and lighting are at 100% qua personal taste. This mean there is still room for good suggestions, coming from you hopefuly... so it would be much appreciated if you downloaded it, had a quick run around and throw me some comments

its not intended as a deathmatch map, so its normal that the map is dark, its supposed to be that way. also if you see nulls that's prolly because your behind the scenes ... i still have to add func_blockplayers etc.. its an interim hl release so that everyone can have a look.

Armada is a nuclear fusion reactor facility, featuring the outside part with entrance, a storage hall, connecting hallways, a control room, a basement infected with a hive and ofcourse the fusion reactor itself

Discussion

Posted by erbetal on Sat Jul 12th 2008 at 5:40pm

Link doesnt work...
Posted by jdquarg on Sat Jun 30th 2007 at 11:07am

The link is dead :(
Posted by satchmo on Thu Dec 2nd 2004 at 9:04pm

It's really a total overhaul to import a HL1 map to Source. All
the architectural details should be made into func_detail or models to
reduce r_speeds (or I should say, budget, in the new lingo). The
entire approach to mapping changes completely in Hammer 4.

So I would say either stay with HL1 and finish the map or start from
scratch in Source. It's just too much effort to transfer a map to
the new engine.
Posted by BlisTer on Thu Dec 2nd 2004 at 12:59pm
[Author]

<DIV class=quote>
<DIV class=quotetitle>? quoting satchmo</DIV>
<DIV class=quotetext>There are also quite a few places (esp. outside of the complex) where I can get stuck between a rock and a hard place. I had to restart when that happened. And would it be possible to make a path so the player can climb out of the water tank beneath the reactor? What about func_player_hurt (for radiation) in the vicinity of the reactor itself?

The r_speeds are indeed high, at many places. I know I don't have the sharpest hardware around, but I had significant lag running the map (My computer is barely adequate to run FarCry, so at least it's respectable).

I believe you made those null-texture walls intentionally, since they tend to look "organic", compared to the rest of the interior walls. But there are also a few places inside these null-texture rooms where the texture doesn't look very nice. I am sure you'll fix that before the final release.

I think the dimness of the lighting is okay, since you're going after this "Doom" mood. In fact, this map is probably brighter than most of Doom3 (where you need to have a flashlight to see anything at all).

But, like everyone else already said, this map is visually impressive. I assume you're going to add env_sound to the various rooms to have them feel commodious.
</DIV></DIV>

thx for the comments satchmo.

fiirst of all spartan, i havent provided an updated version yet, cause in the mean time we decided to stop working on paroxysm, so i didnt add the paroxysm specific enities, so armada is hanging in mid air at the moment.

anyway, when armada has a mod again, the places where u could get stuck and the func_illusionaries are gonna be clipped, the water is gonna be deadly,...

interesting idea about the radiation, i'll consider it. the organic room is a hive. i agree that those textures could be better, ill try to find better ones.
i havent got hl2 yet, havent played around in hammer with the new sdk yet, so i dunno if its doable to rework hl1 maps into hl2 maps, if so, then maybe ill make it into a hl2mod map.
Posted by Spartan on Thu Dec 2nd 2004 at 11:20am

I thought Blister provided an updated version of his map?
Posted by satchmo on Thu Dec 2nd 2004 at 6:50am

There are also quite a few places (esp. outside of the complex) where I
can get stuck between a rock and a hard place. I had to restart
when that happened. And would it be possible to make a path so
the player can climb out of the water tank beneath the reactor?
What about func_player_hurt (for radiation) in the vicinity of the
reactor itself?

The r_speeds are indeed high, at many places. I know I don't have
the sharpest hardware around, but I had significant lag running the map
(My computer is barely adequate to run FarCry, so at least it's
respectable).

I believe you made those null-texture walls intentionally, since they
tend to look "organic", compared to the rest of the interior
walls. But there are also a few places inside these null-texture
rooms where the texture doesn't look very nice. I am sure you'll
fix that before the final release.

I think the dimness of the lighting is okay, since you're going after
this "Doom" mood. In fact, this map is probably brighter than
most of Doom3 (where you need to have a flashlight to see anything at
all).

But, like everyone else already said, this map is visually
impressive. I assume you're going to add env_sound to the various
rooms to have them feel commodious.
Posted by BlisTer on Tue Nov 16th 2004 at 2:38am
[Author]

was nicely surprised today to see that 76 ppl downloaded it

was working on the door buttons, but im not sure about adding mod specific entities as paroxysm's future is a bit of a question mark.

as for other changes im considering making it overall brighter cause many ppl said it was too dark.

anyhow, if anyone has ideas for armada's future, feel free to speak up
Posted by BlisTer on Sat Oct 30th 2004 at 10:15pm
[Author]

Pvt.Scythe said:
Holy crap! I think I need to change my pants... This map looks so much better than your previous ones. But alas, I must agree with TB on the tapering...

There's one big problem about func_blockplayers. If you use them as "ground" your fall through it slowly and jerkingly. I noticed this while I was making px_sithania... Maybe I should resurrect that map. It's definedly better looking than px_bridges on some areas.
i agree about the taperings but you get weird stuff if you try to rotate non-rectangular brushes + leaf saw into leaf errors mostly. besides i cant really afford it r-speed wise.

and indeed the func_blockplayers are best not used as horizontal boundaries. ever tried to jump on them? you get a very fast pinball effect :razz: And yeh you should resurrect sithania :smile:
Posted by Pvt.Scythe on Fri Oct 29th 2004 at 2:08pm

Holy crap! I think I need to change my pants... This map looks so much better than your previous ones. But alas, I must agree with TB on the tapering...

There's one big problem about func_blockplayers. If you use them as "ground" your fall through it slowly and jerkingly. I noticed this while I was making px_sithania... Maybe I should resurrect that map. It's definedly better looking than px_bridges on some areas.
Posted by BlisTer on Wed Oct 27th 2004 at 10:32am
[Author]

its a paroxysm specific entity, blocks players but not aliens, so they can come out of the walls etc where you went