DM_Hydro by Agent Smith

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NEWEST UPDATE: Well I've finished beta 2 of DM_HYDRO so it's ready for some playing. Finallys the pit is back up so I can get some decent commentary.

DOWNLOAD FROM HERE: http://files.filefront.com/DM_HYDRO_B2/;3802345;;/fileinfo.html
EVEN NEWER UPDATE: Here are some screens of the changes/additions made since the competition, which will be featured in the beta 2 released in a couple of days, new weapon placement permitting. The shots show the new larger tunnels, the addition of a walkway and structure across the canal, and small stairs that have replaced all of the jump crouch areas (they've been clipped so they work smoothly).
NEW UPDATE: Here are some new screens from the compile that I have sent for the competition, showing the basic layout out and features of the map. It's still got some bugs I haven't had time to fix, but they are only minor and do not effect gameplay.

Once I had fixed some obvious errors in the map the compile time was only 2 1/2 hours, just goes to show how rooted it was before, with a compile time of 60+ hours and counting :P.

Download should be available sometime after the competition closes.
UPDATE: Here are some new screens for the map, including some of the partially constructed and still under developement surrounding environment.
Here is my entry for the Valve Mapping Competition which I've been working on since the release of the full SDK. It's set amidst a partially constructed and subsequently abandoned hydro electric plant at the base of a dam.

In its current stage it lacks detail which will be added shortly, as well as the surrounding environment and part of the playable area. I wanted to go for a more open and realistic environment for the combat as supported by the new Source engine, with various vertical levels of combat as well as a mixture of close-long range fighting. These shots show the main generator building with partially completed generator pits (linked with piping) and a section of the water front area. This structure will be situated directly at the base of the dam.

I hadn't intended on posting anything till it was finished, or just about, but after getting back from a weeks vacation and seeing Tarky's release of dm_cascade as well as other maps of a similar theme I figured it might be a good idea to put it up, lest someone thinks I've ripped it off.

Anyway, it has a long way to go still so be gentle. Now I'm back home I should have some updated screens shortly.

Discussion

Posted by Leperous on Sun Mar 13th 2005 at 4:11pm

I'm around but stuck on slow 56k internet for the short future...
Posted by ReNo on Sun Mar 13th 2005 at 3:27pm

LOL its unfortunately true :biggrin: I'm quite the harbinger of server destruction it seems :sad:

Anyway, whichever server admins are around when we have a few maps to test will I'm sure put it up.
Posted by Gwil on Sun Mar 13th 2005 at 2:41pm

Hey! I'm a busy/sleeping man :smile: Duncan also jinxes the server with crashes and whatnot :razz:
Posted by Orpheus on Sun Mar 13th 2005 at 1:22pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Agent Smith</DIV>
<DIV class=quotetext>
Actually I've been hoping Gwil might whack it up on the server sometime so I can see how it plays.
</DIV></DIV>
Duncan "whacks" more custom maps than gwil, ask him :biggrin:
Posted by Agent Smith on Sun Mar 13th 2005 at 1:14pm
[Author]

I'm back at uni and therefore snowed under with work. I have some minor
fixes to make and then its done, though I'm not sure when I'll have the
time to do so. It's current version is fine, there is just a few minor
errors, like decals hovering in space and stuff that need fixing, so it
completely playable. Oh, and some suggestions by Keved I've got to consider, so just give me a bit of time.

Actually I've been hoping Gwil might whack it up on the server sometime so I can see how it plays.
Posted by Orpheus on Sun Mar 13th 2005 at 1:07pm

This map still says "99%"

is there a final version available?
Posted by Andrei on Thu Mar 10th 2005 at 3:08pm

Please do something with this tunnel User posted image . Add some more wires or change the light color or something. Looks too dull right now IMHO. :smile:
Posted by keved on Sat Feb 19th 2005 at 3:09pm

There was no offence taken Smith. :smile:

I understand what you guys are saying about the likeness with the RPG trap in Lockdown, though unlike Lockdown, in Hydro's sewers you have to crawl through wider tunnels which are ideal for the AR2 bouncey grenade (certain kill), or people with the xbow/357 who're looking right down the length of one/two sewer tunnel sections and immediately snipe you. In the RPG trap in Lockdown players don't have to worry about either of these.

On the "steps that aren't steps" point, if there is a shortcut route people will use it, and raise it as an issue if they can't traverse the route easily. Here are a few examples...
  • the only way to cross this gap below is balance along the narrow ledge. It's a case of either slowly moving along the side of the fence, or jumping down and finding another route up (safer but much slower). Wouldn't take much to add a few long planks of wood or something so players can run straight across.
http://img113.exs.cx/my.php?loc=img113&image=dmhydrob200004eh.jpg
  • though there are other ways up onto the raised floor tier, at this side the quickest route up is jumping on these blocks...some of which requires jump+ducks. There is plenty of scope for adding extra steps so players can just run up there.
http://img113.exs.cx/my.php?loc=img113&image=dmhydrob200015al.jpg

There are also a couple of more areas above ground level where very minor changes would improve connectivity a lot.

Anyway, they were just suggestions. You can of course disregard any suggestions at your discretion. Goes with the territory of creating your own content...having to choose what suggestions to act upon. :smile:
Posted by Orpheus on Sat Feb 19th 2005 at 3:06pm

Old Machine

New Machine with even more to see. :smile:

other screens with FPS info.

1

2

3
Posted by Agent Smith on Sat Feb 19th 2005 at 2:31pm
[Author]

Thanks Orph, I know you weren't trying to boss me around, just giving me a bit of nudge, which everyone needs now and again :smile: .

Looking forward to seeing what your new machine can do.