Warehouse Firefight by RacerX

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Map Description

--The Story--
You are a Gordan Freeman type dood who was left for dead with Barney in a locked room of a warehouse. The warehouse is really just a cover for a Top-Secret splinter government research facility in London that is working on experimental weapons. They tried to kill you because you stumbled onto their secret plans at making a weapon 10,000 times more powerful than a nuclear warhead. You must fight your way through the warehouse complex into the underground Secret Labs to get evidence so you can tell the world about this weapon and head off another arms race. Once you get to the labs you find out that one of their experiments has gone haywire and has opened a rift into our dimension from an alien world. Aliens are pooring into the underground facility and are getting ready to begin an all out invasion of earth. You must fight your way through the aliens and make your way to the few remaining scientists and get them to help you set off one of the smaller doomsday weapons. The explosion in the heart of the lab deep beneath london should destroy all the aliens and close off the rift.

--Progress--
So far I finished most of the warehouse level. You can make your way all the way to the room that will end up being the gateway to the underground labs level. I need to sort out the existing entities a little, and add some oters, but the architecture is almost done. The underground lab level hasn't been started yet.

--Hint-- You need to find a way out of the first building and out the gate to get into the second building.

Discussion

Posted by RacerX on Tue Nov 9th 2004 at 12:20am
[Author]

Thanks a lot for taking the time to look at my map and give so much feedback :smile: .

I agree with all your comments, thanks for pointing the issues you found. I plan on implimenteng just about all the suggestions you made.
Posted by MisterBister on Mon Nov 8th 2004 at 4:38pm

I have downloaded your map and taken a closer look at it.

Heres what i found out.

It would be nice if you introduced the player to the story with some
kind of an intro which told the player what was going on instead of
forcing him to read the readme and just throwing him right in the
middle of the action without having a clue about what was going on.

Firstly you have to do something about the first room. It has very low
detail. And one question i asked myself was, why didnt the guards unarm
barney?

User posted image

Your scripting worked pretty well throughout the map but sometimes when
i ran towards the first door which is locked and the guards saw me and
started shooting, the guard who was supposed to open the door never did
it...

One other thing i saw in the second room was that the stair was way to steep.

It looked great but was just way to steep to look normal.

I really liked that you force the player to use his brain every now and
then by forcing him to, for instance, getting out of the first house by
jumping on a pile of boxes out of a window in the ceiling. But in the
end it felt quite irritating that almost all the doors where locked and
that you had to go around the problem by getting in the ventilaiton
shaft and stuff like that.

The yard is very well done, both in terms of lightning and detail, but there where some issues i encountered.

First of all is that the guardtowers are just way to small. It looks
truly riddiculus with the two guards standing in the top, make the
guardtowers bigger!

The number two issue is that the bar that blocked the player to get in the second house.

It looked like I could crouch under it but there was obviusly an
invicible block stopping me, so i had to jump in the barhouse and kill
the guys, press the button and then jump out again and then run through
before the bar went down again.

It was a nice thought but i think you will have to remake the bar.

Issue number three was a bit strange i think.

It looks like there is some kind of a invicible block which doesnt
block the player but blood and bulletholes appear on it, though it can
only be seen from certain angles.

User posted image

I have not much more comments regarding the second house other than:

Please spread out the details a bit more. In some areas theres
absolutely nothing to look at and in other places theres much more which
makes the overall detaillevel a bit weird.

To illustrate this i took this screenie:

User posted image

You see the door at the left? It has a lot of details like the signs around it.

Take a look at the middle of the picture, nothing at all, just a cold dead wall.

Then take a look a little bit more to the right, a cold dead door with no signs at all.

You wanted to know some about the gameplay.. Well heres my opinion.

I think its very good that you try to make the map a little bit more
than a hack and slash map with lots of grunts to kill by creating the
small puzzles i mentioned above but sometimes it gets a bit irritating.

Personally i think that you have consentrated the grunts a bit too much
and it was really hard to survive through the map without saving and
loading all the time. It would

be alot more easier and less frustrating if you just removed one grunt here and there.

My overall impression of the map is that the map is OK but it can be
made alot better by putting more details into the map, work some more
of the lightning inside the warehouses and i think that it would be
great if you made the warehouses a bit bigger than they are in the map.

Warehouses are made for storaging different types of cargo and
therefore, they are big. To be honest pretty much bigger than the
warehouses youve made. But thats just my opinion.

I really hope that you will continue working on your project despite my a little "pesimistic" opinions.

If not for giving us some fun gameplay then because you actually learn very much by doing small projects like this one.

I hope to see more in the future :wink: . Keep up the good work.
Posted by RacerX on Sun Nov 7th 2004 at 8:32pm
[Author]

Good idea :biggrin: got any others? Have you played it? I'm interested in finding out any gameplay issues as well.

Thanks!
Posted by RacerX on Sun Nov 7th 2004 at 8:29pm
[Author]

Yeah the textures are pretty foul in some areas, what did you have in mind for the lighting? And I included a dark and dreary sky, didn't it show up?

Thanks for the suggestions :)
Posted by Andrei on Fri Nov 5th 2004 at 10:27pm

Looks OK, but change the textures and the lighting. How about a dusk custom skybox with appropriate lighting?
Posted by Spartan on Fri Nov 5th 2004 at 8:47pm

Give the keyboard a slight slope so it looks a little more real.
Posted by RacerX on Fri Nov 5th 2004 at 7:39pm
[Author]

Thanks for the input :)
Posted by RacerX on Fri Nov 5th 2004 at 7:03pm
[Author]

Thanks for the comments guys.

The crates are next to the cylinders probably as a result of incompitent workers :razz:

The lamp is seethrough cause my granny had a glass lamp sorta like that :smile:

The crates in the "office" are part of a new shipment of office furnature and computers. :lol:

The smallest crate got put on the tallest because when it was the other way around, they kept falling over :eek:

Yeah the light fixtures are ugly :dorky:

Thanks for the input!
Posted by Gwil on Fri Nov 5th 2004 at 5:44pm

Looks fairly reasonable as a warehouse setting, convincing enough as a
warehouse - why are the explosive crates next to seemingly radioactive
cylinders? Unsecured explosive crates, at that :razz:

Why is the lamp see through in the 3rd shot? Looks odd. Also, the crate
placement overall looks odd - why are there such large crates in what
seems to be an office? Also, how did the smallest crate get on the top
of the largest one :razz:

The textures on the light fixtures (not the light bulb, the actual
fittings) look odd - change them to something darker, possibly plain
dark colours.

Other than that it looks ok - not much to comment on really, but all seems fairly good.
Posted by Minotaur0 on Fri Nov 5th 2004 at 6:11am

I kinda like this map, but man the texturing really sucks. Go get some custom textures and work on your lighting plz :)~~