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 Orpheus on Sat Feb 19th 2005 at 2:26pm

i wasn't trying to tell you what to do, just attempting to keep you aware of all your options.

i do know the frustrations involved when people with little or no practical mapping experience try to give advice, or just plain disregard your map out of hand. they act as if PLAYING ALONE makes them an expert in the topic. :sad:

i will be posting comparative screenshots shortly, to illustrate my new machines abilities over my old one, and i chose this map to do it with, since i have the critiques screenshots in my pit to compare them too.

stay tuned :smile: mumbles the steam update is taking ages :sad:
Posted by Agent Smith on Sat Feb 19th 2005 at 2:16pm
[Author]

I meant no offence to Keved or anyone else Orph, as I appreciate
constructive criticism, it's just that I've thought about it and have
decided not to change it.

Ultimately it would be a dead end no one would use if I removed the
RPG. I had toyed with the idea of putting the crossbow in there but
that would piss people of no end. I've had mixed reports about it, some
love it and some hate it.

If I seem a bit short with people its because the lack of the Snarkpit
and my subsequent stint in the Steam forums drove me to my wits end. I
had so many people saying the same thing over and over again even after
I'd explained it, or people who have no idea about mapping saying it
basically sucked arse, that I'm feeling a bit fragile, particularly
when it comes to this map. I didn't mean to snap, but if I hear one
more person complain because they got shot on steps that aren't steps,
even after I explained that fact, I'll scream.

<!-- spacer --><!--
<td bgcolor="#3E4637" width="175" valign="top" nowrap>
<a name="post2249756"></a>

M|k33[K-9]

[size=16]??[/size]

Registered: Sep 2004

Location:

Posts: 371
</td>
-->Thanks
for your commentary Keved, I've always liked your work, particularly
refinery and its very vintage HL gameplay and feel with source looks.
I'd also like to thank anyone else who provided constructive criticism,
thats CONSTRUCTIVE criticism.

Hey Orph, has it been orphorized yet?<a name="post2249756"></a>
Posted by Orpheus on Sat Feb 19th 2005 at 1:42pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Agent Smith</DIV>
<DIV class=quotetext>

If you don't like the RPG trap, oh well :smile: .

</DIV></DIV>

tact bud, use tact.

i wouldn't close any doors by not using this small bit of interaction. keved is a master at his craft. i wouldn't shut any doors by disregarding this small thing.

the fact that some can use the rpg gauntlet effectively is a strong point in your favor.

feedback is opinions, use what you wish, and discard the rest, but never forget future correspondences. keved is not a door you would want to close.
/ 2 cents
Posted by Trapt on Fri Feb 18th 2005 at 5:16am

It's no worse than the RPG trap in lockdown, but no one has mentioned that.
I quite like the trap in Lockdown - It adds to the tension and the feeling of never being safe when grabbing the RPG. The way it is in your level is quite similar, and it is what mappers should strive for: A decent trap so people have to take a risk to get the RPG.

You always have to watch your back and be careful. The way you have it, I think, takes about the perfect amount of time it should take to get the deadliest weapon in the game.

Also, the RPG isn't really effective where it is placed: Very much like Lockdown.

So I say well done on that. :smile:

It was quite a big risk you took when you included the trap - a lot of people wouldn't like it - But I think you did an excellent job.
Posted by Agent Smith on Thu Feb 17th 2005 at 10:45am
[Author]

Thank you Trapt, thats what I've been trying to get at on the steam
forums since I posted the map, but no one seems to be listening. It's
not much of a trap at all, it just requires that you watch your back
for a few seconds while you crawl through. It's no worse than the RPG
trap in lockdown, but no one has mentioned that.
Posted by Trapt on Thu Feb 17th 2005 at 7:56am

I didn't mind the RPG trick at all. I just jumped in from above, grabbed it, crawled through the pipe, and went up the rather skinny set of stairs in the next area.

This didn't take long at all for me, so I can't see how people could say it was too long.
Posted by Agent Smith on Wed Feb 16th 2005 at 2:25pm
[Author]

Here are some explanations for the jump crouch area's in case you missed them in the steam forums:

Most of the area's that have small easy to run up steps used to be jump
crouch steps, which I changed. The other ones are really only part of
the construction, not necessarily major paths, though some can be used
to get to areas. It's really a case of use them at your own risk, as
there are other routes.<br style="font-style: italic;">
<br style="font-style: italic;">

A number of the jump crouch areas you pointed out actually aren't
major, or even minor, paths. Some of them can be used, but they're
mainly there for aesthetic quality.

If you don't like the RPG trap, oh well :smile: .

Posted by keved on Wed Feb 16th 2005 at 1:53pm

This is the feedback I left on the Steam forums after playing Hydro. Smith, you've already read this but maybe it will stimulate some further discussion amongst the wise sages here. Hydro is a terrific level - we're having a blast playing it on our 4 PC LAN here, but not without its problems imo.
  • There is a lot of jumping required to traverse the layout when above ground level, frequently on narrow ledges, and potentially under the watchful gaze of snipers hunched in dark corners. This was pretty frustrating tbh. A tactic used by many was to risk getting the Xbow, find a dark corner on the other side of the water, and then rack up a bunch of easy kills (of people struggling jumping onto blocks etc).
  • Run the RPG gauntlet and it isn't useable until out of the sewer system. It wasn't long before I didn't even bother trying to get it, or going into the sewers at all (entirely due to having to crouch). When in possession of the xbow, magnum or combine MG with grenades, it was very easy to get some cheap kills in the sewers.
It is very impressive though, no doubt about it, but the layout is unfortunately yielding some pretty big gameplay issues (though as you say there's not a great deal you can do about the performance, apart from removing some dynamic props maybe User posted image ).
Posted by AlphaMRE on Wed Feb 16th 2005 at 3:57am

Wow that is an awesome map - yer skillz are mad!

I wish people were playing it right now - haven't gotta play it with anybody yet

Good job and luck in the competition!

MRE
Posted by Agent Smith on Tue Feb 15th 2005 at 6:31am
[Author]

Thanks for the support guys :smile: .