NP Refinery (HL2DM) by keved

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Map Info

Map Description

INTRODUCTION:

Title : NP Refinery
Type : Half-Life 2 deathmatch level
Date : 4th March 2005
Filename : dm_np_refinery.bsp
Filesize : 6.18mb
Author : Keved
Home Page : http://www.keved.com
Email Address 1 : kev@keved.com
Email Address 2 : keved_uk@hotmail.com

INSTALLATION:

Put all files into ..ValveSteamSteamAppsyourusernamehalf-life 2 deathmatchhl2mpmaps

CREDITS:

Icke for suggesting the name (originally I had called the level "Steelworks").
The guys and gals at steampowered.com and snarkpit.com for their feedback.

INFORMATION:

The 'NP' part of the level name 'NP Refinery' stands for 'Northern Petrol'.

This was my entry into the Xmas 2004 Valve HL2 'create a deathmatch level' competition. It didn't win. :)

Enjoy. Comments welcome.

Discussion

Posted by bruce campbell on Tue Jan 25th 2005 at 7:55pm

Hey gustavo! god man i remember you, you are an old wireplay hack arent you? nice to see your still around - look out for me on the friends of wireplay server. peace dude and your map is awesome really well done

thanks
Posted by keved on Tue Jan 25th 2005 at 10:12am
[Author]

Thanks for the input guys. I've now got this list of issues of my next hit-list...
  • Change light_env values.
  • Make the corridors more visually interesting.
  • Open all the doors a bit more.
  • Add another route to the bottom of each of the two main interior rooms.
Posted by ReNo on Mon Jan 24th 2005 at 9:53pm

Certainly one of the best maps I've come across in HL2DM so far, but I
do think there is room for improvement. For example, there are a few
places that connectivity could be improved - some of the lower floors
in the interior sections for example have only one main exit and a
ladder, which to me doesn't feel like enough. Its also a little simple
in places architecurally, but on the whole the map looks enough nice
despite this and, as it means it runs very nicely, I think its
acceptable. The opened doors you have dotted around do add to the
visuals but in places I felt they were a bit too closed and meant the
gap to go through was a bit too tight, so I'd recommend widening a few
of them up to stop players getting snagged.

All in all great job though, hope you do well in the contest as this is
one of the maps that seems like it should play really well. If not,
well then it could play even better with a little more work :smile:
Posted by Dietz on Mon Jan 24th 2005 at 6:05pm

Wow, Gustavo returns! I haven't heard from you in a very long time, Kevin. Hit me up sometime on my new email if you need any help with anything :smile: clintdietz@txstate.edu
Posted by Myrk- on Mon Jan 24th 2005 at 1:41am

As much as I liked the interiors, I think the map would do better with 2 exteriors connected via 1 interior between... It was a bit big for DM play tbh.
Posted by Orpheus on Sun Jan 23rd 2005 at 9:12pm

<DIV class=quote>
<DIV class=quotetitle>? quoting keved</DIV>
<DIV class=quotetext>
Orph, getting running, I'll give you a headstart, old timer. :smile:

</DIV></DIV>

LOL, its so nice to see a familiar face. have i mentioned that i am glad you are here?

we, are going to have such fun.

runs away giggling like a school girl

trips like a girl
looks around to see if anyone noticed like a boy
Posted by keved on Sun Jan 23rd 2005 at 9:05pm
[Author]

Re: the interiors - yep totally fair point. When Valve contact the 'potential winners' on Jan 30th and I'm not among them I'll do something about that. Making the interiors (mainly the corridors) more interesting should help make it seem less maze-like. With being in the UK I posted it to Valve at New Year to make sure it got there, and because I only actually bought HL2 in the second week in December, it was created in 3 weeks.

Re: the sun, yeah it is currently very strong and as I said earlier on in the thread is washing out the textures which have a light tone. I'm toying with a few different values atm.

Second highest snarkmark eh? I finished second in the egg n spoon race eons ago at my school, second in the HL1 Valve/PHL contest...Always a bridesmaid.

Orph, getting running, I'll give you a headstart, old timer. :smile:
Posted by Orpheus on Sun Jan 23rd 2005 at 8:13pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Cassius</DIV>
<DIV class=quotetext>Gustavo?!

/me bows

</DIV></DIV>

here 2 days, has the second highest snarkmark score.. :eek:

looked at your credits lists..you mis-spelled my name in a few of them :razz:
/runs
Posted by Cassius on Sun Jan 23rd 2005 at 8:04pm

Gustavo?! Heh, you registered two days ago and have 8000 Snarkmarks already :lol:

/me bows

I agree with Yak and Lep - the interior does look a little plain in terms of structure: the walls are a perfect box. Also, the pinkness of the sun is a bit over the top.
Posted by Yak_Fighter on Sun Jan 23rd 2005 at 7:45pm

I just played this map last night, and I thought it was pretty good. I really liked the outside sections, but I felt the interior was a little too maze-like and some of the halls were really plain. It was pretty fun to play though.

I was going to make a comment about how the outside looks suspiciously like Leadworks, but then I found out you're Gustavo... :razz: