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 dabait on Sun Jan 23rd 2005 at 5:33am

Very nicely done, and I agree with your remarks as to how the towers really dominate the map. Moving the crossbow off will help considerably.

It got very positive remarks when I ran it on my server (5-player limit). It felt well constructed, movement was natural, and it makes good use of vertical.

There were a few dead-ends, but they weren't far off the path... it didn't really detract from the gameplay, especially once you've become familiar with it. If possible, I'd really like to see the outdoor area expanded, especially since the players almost always gravitate there.

Very nice!
Posted by keved on Sat Jan 22nd 2005 at 11:10am
[Author]

Thanks.

Actually, you're right in thinking the interiors wouldn't get as much action as they could. I've had comments to this effect and will be removing a battery & health pack from the yards, adding some to the interiors, and also adding slam & stunsticks to the interiors when Valve make them available.

About the displacements in the 3D skybox, yeah I know what you mean. I think it's more to do with the strength of my sun - it's washing out a number of textures which are light in tone. I'll look into compiling with a number of different sun colours.
Posted by Guerilla on Sat Jan 22nd 2005 at 3:57am

Hard to suggest anything, the map is perfect heh good job man
Posted by Leperous on Sat Jan 22nd 2005 at 12:27am

I like this level, good job! :smile: My only criticisms are that the rocks that border the map look too flat (and with noclip, it appears that they are), so fix that, and maaaybbbeee there are some layout problems- your interiors would be great to fight in, but I'm worries that they won't see much action in an actual game...
Posted by omegaslayer on Fri Jan 21st 2005 at 9:25pm

Looks good, but I dont know why we would want to see the beta 4 at all, why didnt you just wait and release the final version.