dm_nighthawk by haikeebah

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Map Info

Map Description

An 8-12 player DM map with an urban theme and a mixed indoor/outdoor layout.
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01.02.05: Added a download link 3:48am EST - beta two is ready to get run through.

01.04.05: Put together a quick feature page. Check out more screenshots there. Posting a new beta in a couple hours.

Addendum: New beta is uploaded.

01.07.04 Uploaded beta four.
Comments/crits are as usual, requested and encouraged. Now has 13 (OMG unlucky) spawns and I think it would run 8-12 players decently. 10+ would be pretty intense, but IMO, still not too spawn camping crazy.

Got a bit of feedback from some individual testers, but no feedback from a full-on game. Hoping it doesn't run like an epileptic three legged donkey when the prop_physics start flying and there's 8 ppl in it.

Still has mistakes/unfinished zones, therefore the lonely +1% added to the percentage done. I mainly have been dealing with boo-boos and reworking existing stuff. For example, I finally have all four ladders working decently. :/

Still plan on Jan 10th release!

01.08.05 - OPTIMIZZLESHIZNATION in effect. This view http://andrewbakerart.com/hl2source/images/hl2dm_nighthawk_sh03.jpg used to clock in at 17 FPS. Bad, but performance-wise, that is the very worst part of the map you could possibly be at. Up to 25 FPS now with some smartey menz optimizing. This is on a AMD XP2500+ and a 9600XT, so I am hoping it will be acceptable into the future - and more optimizing should push it well over 30 FPS before I release it as final.

I had a person offer to host it for beta testing on a server last week , sent BETA4 but to them, but have not heard back yet... :(

01.10.05 - BETA FINAL. That's it. Last run around. next set of fixes and updates and this gets a fork stuck in it.
Took out all the logo-statue jibba-jabba in the street - I think the extra space will make it better for play, and replacing those func_physbox entities speed things up some. Done a large amount of converting geometry to detail ents - so much the .BSP file is almost 1MB smaller, even tho I have actually added more to the map.

I'd really love to hear if anyone spots mistakes, or just plain dumb stuff. Whew.

01.13.05 - I'm frikken done. Have at it! Final version is availiable for downloading and complaining about!

Discussion

Posted by ReNo on Sat Jan 29th 2005 at 12:30am

The glows around your light fixtures look far too brightly rendered - they should really be done with a bit more subtlety I reckon. Otherwise the screenshots look not bad, though some of the buildings are suffering for being a bit too dark perhaps.
Posted by Leperous on Sat Jan 29th 2005 at 12:13am

You don't have to do that at all, feel free to post finished maps (and if you want more publicity, post a front page news item). I'm quite surprised at the lack of attention this map has had really, but I think this forum hasn't been getting a lot of love recently for some reason :sad: I'd take a look at it myself, the screenshots look good, but am too busy to even finish up my own map right now!
Posted by haikeebah on Sat Jan 29th 2005 at 12:08am
[Author]

Understood, but honestly I've had nothing to say about most ppls work,
that other people haven't already said by the time I read about them.

I never read the forums before I "finished" this project ...ad
then when I did, I guess I just felt that either beating up on newbies
for making killboxes or chiming in with a "looks cool!" just wasn't
worth it.

And on the other hand, at a site like this with members w/ postcounts
in the thousands, and a dozen maps completed or in progress, and all,
who the f is going to take anything I say seriously? This was my 1st project in Hammer, and my 1st "completed" map ever.

Sorry I was following the n00b etiqutte rule of lurk first, post later. As I said I didnt know I was supposed to make a map thread while the map was in progress, or I would have... :/
Posted by Leperous on Fri Jan 28th 2005 at 11:04pm

The secret is to give as well as receive you know, i.e. comment on other peoples maps as well and not expect people just to crawl to your feet for the honour of playing your creations!
Posted by haikeebah on Fri Jan 28th 2005 at 9:37pm
[Author]

Well screw it. 7 days and no useful comments except for Yak_Fighters
(thanks btw) ... this bitch is toast and there will be no 2nd release.

On to new non-HL2 projects.
Posted by Yak_Fighter on Fri Jan 21st 2005 at 7:54pm

I ran through it a bit earlier, and the only fixable thing I noticed was that it was rather easy to lodge a car into the top of the sewer. If you do it right it's impossible to get the car out of the hole, and that sorta screws with the connectivity.
Posted by haikeebah on Fri Jan 21st 2005 at 5:13pm
[Author]

under:

100k....100k....100k...100k...100k :rolleyes:
Que?
Posted by Orpheus on Fri Jan 21st 2005 at 4:56pm

under:

100k....100k....100k...100k...100k :rolleyes:
Posted by haikeebah on Tue Jan 18th 2005 at 4:14pm
[Author]

Thanks so much guys. The compliments are awesome, and I am as disappointed as you in the technical glitches in my map! I especially appreciate the constructive criticism pointing that stuff out, and the feedback on what folks love or hate in terms of the maps gameplay dynamics.

It was honestly released in a rush; that last week before the the contest deadline (I submitted this map) was a blur of additions and fixes, but apparently not enough fixes!

I got to play it the other night, while it was hosted on a server; I really messed some stuff up, somehow. My flame sprites are MOTIONLESS and my ambient_generic sound fx are MISSING!

They played back when the map was loaded on my machine just fine, no idea why they are messed up when the map is played online. :( :( :(

Otherwise - the technical issues and mistakes are all my fault. I'm thinking about a Version 2.0 release? Thoughts? Would it be worth it?
Posted by DEFme on Mon Jan 17th 2005 at 9:57pm

Best map ive seen thus far. it seems to have everything. the ladders work great too. keep up the good work.