Neolide by Leperous

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Map Info

Map Description

Nice and moody map based around an underground Combine research centre thingy. Unforunately there aren't that many fun Combine textures to use, but hopefully won't look too bland when completed. "Spiritual" successor to my Hell-Class map.

*Update 18th Jan: fixed my swapbuffers problem, simply turned the rock textures into a custom one without any bumpmapping-gubbins going on. Frame rates are high again, and much more detail ahoy!

Discussion

Posted by Yak_Fighter on Sun Jan 9th 2005 at 9:29pm

I had a run through and it looks pretty good so far. I got a stalkyard vibe from it, which is a good thing. The fast speed, flow, tons of overlooks, and the way the map seems to double back on itself will make for great games. The completed areas looked rather nice as well. Additional stuff:

-I would be careful about that generator that spits out energy balls. It spits out balls too fast and too often, and any jerkoff can just sit there firing a constant stream of them all over the place. If they are efficient enough they could even lag the server. It will certainly make moving through that area difficult because you always have to be wary of a stray disintegration.

-The hallways looked terrible. Obviously the map is still under construction and those areas will probably be the last to be touched, but they really need more detail. Perhaps you could use the shield texture as a sort of overhead window and show some rockwork above them.

-I can get rather low FPS for many of the big rooms due to high swap buffers. This is probably because my graphics card doesn't like the combine refracting windows or maybe just because of the fog. Personally I'd ditch the fog (if its the cause) and use the gained framerates to add more brush detail to the rooms.

-Throw some of those plastic tubes into some areas to add some variety. You could have a room with a big open rock area and have tubes snaking up into the distance, like it's sending stuff to a combine facility above.

-I just today made two prefabs that you might be interested in. They are meant for combine control rooms in normal buildings, but you could probably find a use for them. First is a gun rack from the game and the second is based on what I think were supposed to be manhack storage/dispenser units that were in one of the buildings in Water Hazard. They aren't completely release-worthy yet as they need more testing, but if you want them I can give you a download link.

User posted image

User posted image

All in all this looks like the beginnings of a great map.
Posted by habboi on Sat Jan 8th 2005 at 8:52pm

I like and Orph is right about your map also it has a batcave feel to it. (i used to be a fan of batman)
Posted by IrishGuinea on Sat Jan 8th 2005 at 8:19pm

I like the feel of it, looks really good in most parts. Orph's pics did show some pretty plain areas that could be detailed out alot more.

We're a lonely group trying to do combine themes :razz: hardly no textures and props the size of three story buildings don't make it easy.

I don't care for that floor texture, the multi colored one, but that personal taste.

The combine forcefield... the support brackets are floating in the air... you should extend that wall so they are flush to it.

without running around in it thats all i can say for my 2cents. can't wait to see the final. GJ
Posted by Cassius on Sat Jan 8th 2005 at 7:34pm

Well, Lep, not necessarily jagged, but not smooth enough/extruded into interesting enough shapes.
Posted by BlisTer on Sat Jan 8th 2005 at 7:29pm

i like the atmosphere that seeps out of this. nice architecture and
lighting in most places, though could be better here and there (like
that hallway orph mentioned). from the 3 included pics the only comment
atm is that the 2 rectangular windows in the 2nd pic could be
made more interesting maybe.

but overall very nice, i'd say go for it
Posted by Orpheus on Sat Jan 8th 2005 at 11:45am

<DIV class=quote>
<DIV class=quotetitle>? quoting Myrk-</DIV>
<DIV class=quotetext>Might have to be nice and request an Orphorized seal of approval on my map soon :eek: </DIV></DIV>

blushes

stop, you're embarrassing me.
slips myrk a fiver
Posted by Myrk- on Sat Jan 8th 2005 at 11:38am

Might have to be nice and request an Orphorized seal of approval on my map soon :eek:
Posted by Orpheus on Sat Jan 8th 2005 at 11:31am

i clipped around everywhere, i think i saw the entire map. i hope i did. but in all fairness, if i reached an area that had no new complaints, i didn't take any screenshots of it. i can go back and get more if you like though???

as i said, my goal wasn't to gripe, far from it really. this being my first for 2005 it was kinda hard because i began to realize, "is my machine doing that?" i saw funny blob reflections in some of the surfaces, but none of the screenshots showed them so i ignored them as inconsequential.

as for the plant, i wanted more, not less :biggrin: sorry if i sounded to the contrary.

be good
Posted by Myrk- on Sat Jan 8th 2005 at 11:28am

Well I've been round the map and such quite a few times (not this version though, I'll have to be sent it as HL2 looks crappy and shiney on nVidia cards) The rock texture seemed fine to me, maybe its the screenshots that don't enhance it, you know how it is- taking pictures of dark levels is always very hard but ingame its fine because your in the environment.

The only thing I think it needs are those minute details that seem to be scattered throughout the whole of HL2. Things like mini grates with wires behind them and stuff. Also I think maybe the use of more combine props is in order... I noticed a lack of iddy biddy props when I played the map ages ago, not sure if thats changed.
Posted by Leperous on Sat Jan 8th 2005 at 11:17am
[Author]

W00t, thanks for the critique :smile: First and foremost, like I said the layout hasn't been completed yet and I didn't expect you to really get anywhere (quickly, or at all!) without noclip. Also there were 'HOM' effects as some areas were still cordoned off.

As far as I'm aware, doorways are as wide as Valve's, but I'll stick in some more clip brushes to help you get around. And I'll go about sorting out some of those ugly lights and corridors post haste.

The force field which you said you couldn't work out uses that 'gizmo' to power it, as seen in the latter parts of the single player game. I'm sure once someone fries you with one of the energy balls or you get stuck on the RPG ledge you'll figure it out :wink:

Those damn plants growing on the ground, I can't get rid of them as they automatically appear with that ground texture! I'll do something with the water though, someone else said they couldn't really see it.

Did you see the dropship landing at all?

And Cassius, where in particular did you think the rocks looked a bit jagged, around the water or just everywhere?

Anyway, thanks a lot for the critique, lots of good feedback to work on :smile: I guess the texture limit will bother some people, but hey, I've used more than Valve did in most of their later single player levels and am personally happy with it!