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 Mouse on Sat Jan 8th 2005 at 5:46am

This looks like something I'd like to run around and kill people
in. The combine textures are pretty hard to work with, I tried
and just gave up and switched to the human theme. Good luck.
Posted by Cassius on Sat Jan 8th 2005 at 5:38am

I had a run about the map, I agree what with Orph has to say. The fact that there are about ten Combine textures total (at a generous estimate) is going to limit this map. I'm not sure if I would reccomend a change, though, just more snazzy architecture than pillars lining the walls that scream 'oh, I see this room is empty, how about I put a brush or two in here.' Also, your displacement maps seem quite jagged in places.
Posted by Orpheus on Sat Jan 8th 2005 at 1:39am

Obligatory Warning: This critique is given freely with no further thanks required, with the understanding that if it doesn't fit your vision of how the map should be, you can ignore any advice given, as long as you keep any angry retorts to yourself.
OK, the first thing that dawned upon me when I first contemplated doing critiques for HL2 was the realization that machines are not all created equally. My machine may not display the maps in a satisfactory way to depict how the author designed it to look because my hardware is inferior to give the desired results. For this i humbly apologize in advance, and will be happy to post my machine specs and settings so everyone will know that if it looks like crap, it is more than likely my machines fault and not the author.
Machine Specs. Celeron 2.6GHZ, 512 megs PC133 ram, 64 meg Radeon 9000 card with the latest drivers.
Settings are set as follows.
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I would like to say up front that it was a real chore just trying to get any screenshots to comment on. For the most part, the map had few if any real issues to gripe about. The map is obviously incomplete and I am asking in advance to do a critique when it is nearer to completion, without the constant need to noclip from place to place. I would like to see the map with the finishing touches so to speak. My only real complaint was that the map did not feel like an HLDM map. This may be by design, so its entirely opinion and by no means retracts from the map in any way. I did find a few screenshots of what i would alter, but this is entirely up to the author. So without further delay:
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Doorways, nearly all of them were a bit narrow for my taste. I was constantly bumping into them, and I was only looking, not running from or toward anyone.
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I spawned here, I never did figure out how to get over there without noclip. Obviously this was because of either the unfinished nature of the map, or my ineptitude to solve basic riddles.
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Floor texture looked out of place when one looked at it with the wall in the same frame. I also never did figure out how to disable the force field, but it later was off when i returned to this location :/
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This texture not only hurt to look at, but also seemed to me to be an alignment nightmare. I also felt it was seriously over used, but it did fit the theme. I think if used in moderation it would be OK, but not as a tunnel/hall ceiling
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This effect, I cannot even begin to describe how it effected my vertigo issue. I actually had to get up and leave for a minute to swallow the last of my lunch before it made an abrupt appearance. It was very cool really, i think it would have looked better in a bigger frame. To bad I cannot view things like this very long.
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One of those narrow doorways I mentioned. there was some excess wall space to utilize for the increase its width. Also, the halls tended to have far less detail than the open areas. It seemed like they were left for last or were less important to the maps overall looks. the ceilings tended to be flat and plain, although some/most had some sort of a gizmo on at least one wall. This was a nice touch.
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This hall of mirrors effect nearly did it for me. I know it was temporary, but it was also unexpected when I first encountered it.
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Bottomline, ugly light.
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Another hall that clearly illustrates my "plain" comment earlier. Again the texture on the floor looked wrong too.
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Very nice beginning of a room, oddly empty in spite of its accoutrement's. Maybe it was the flatness of the ceiling and floor, but whatever it was, the room needs help.
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One of my favorite areas. Plenty of vertical in this map for sure. I hope that connectivity doesn't hamper it however, since sometimes elevated spots get out of the loop when the author adheres to strongly to the theme. For instance, if a player had to navigate to far to get to a perch such as this, they might avoid it in favor of kill totals in a more convenient locale.
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Perhaps it was my low settings, but this angled shot looked wrong. the green stuff down below was oddly incomplete looking.
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up wasn't much better.
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That was a gizmo, I accidentally smashed it so I think I ruined its desired objective :sad:
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Very sweet area. Those thumper things were a little distracting, Always shaking the floor and stuff. Otherwise, it was prime.
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Very long sight lines. No noticeable slowdowns on my pathetic machine either.
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Lots of water I assume moisture as well, but no plant growth on the walls or ceiling. many under water, but strangely dead above the surface.
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I think some lights under the surface would greatly enhance the effects of the water. i couldn't even tell it was water till i turned on my flashlight the first time.
All in all, it was nice to see my first real user made HL2 map,That is to say, one that wasn't over rated prior to my viewing it :biggrin:
I hope to get to see this at least once more before its release.
Two thumbs up so far Lep. Nice job.
Posted by Campaignjunkie on Fri Jan 7th 2005 at 11:57pm

I had my doubts about an underground Combine theme, but this is looking great! Find some way to put the dropship in screenshot 2, you have to! :)

EDIT: Ohhhh yes. That second shot is now officially "PWN." That 25 FPS at the top scares me though. I hope that's just because of a "fast VIS" or something. :D
Posted by Nickelplate on Fri Jan 7th 2005 at 11:48pm

Definitely need darker rocks. Try to get more colors of light. I have gone so far as to put an orange light and a green next to eachother. It looked GOOD! just gotta use the right blends and such, but i tihnk this map needs a green and blue and a purple light scheme. Please try this for me. make all your main lights be teh color they are now, but put some light_spots on the floor of the other colors i mentioned and just randomly place them, let them shine DIMLY on the floor. see my "frankenstien" map in the courtyard next to the pond there is an assortment of light colrs and it looks good.
Posted by SirJim on Fri Jan 7th 2005 at 11:43pm

Wow, looking good. Almost finished a map myself, which has run into a
few problems, train wise. But hey check my post for more on that! Is it
HLDM or Singleplayer? HL2 really needs more quality Singleplayer stuff.
But hey, great work!
Posted by Leperous on Fri Jan 7th 2005 at 11:37pm
[Author]

We're quite limited rock texture-wise, unfortunately :sad: Though the 1st pic has had a few changes such as more contrast since taking it, I'll update it. Oh, and ignore the FPS indicator in the 2nd pic, not so bad any more :wink:
Posted by Orpheus on Fri Jan 7th 2005 at 11:34pm

rubs hands together

let the games begin :biggrin:
Posted by Cassius on Fri Jan 7th 2005 at 11:33pm

The man himself, mapping? :leper:

In any case, the only suggestion I can give offhand is get a darker rock texture/make the trim between metal and rock more stark, as the lack of contrast between the two isn't so nice looking, especially in the first picture.
Posted by Andrei on Fri Dec 24th 2004 at 12:15pm

Looks great! The overall theme and the cold lighting remind me of AVP2 (an excellent game, BTW).