DM_Castle by Nickelplate

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Map Description

This map is a Medieval Castle HL2DM map. I wanted to make it as realistic as possible. I am doing this in stages. The first stage is to make the basic architecture and layout. The second step is lighting and point class entities. The last step is to add all the dynamic aspects such as props also add the eye-candy.
Right now is in the first stage with the layout complete but all the rooms are not open yet. This map has rain in it, but the textures are not stock HL2, I have not got them imported into the mapfile yet so the rain will show up purple unless you copy the "particle\rain.vmf" file to your hl2dm folder. Heh, purple rain is not so bad! On a beta anyhow.

Discussion

Posted by onniguru on Sat Mar 12th 2005 at 4:00am

Nice architecture, and I even like the textures. I can't comment
on the lighting, since you already said you haven't started on that
part yet.

The rain would be ok, if it doesn't happen all the time. Otherwise, I think it would get annoying after awhile.

The courtyard looks kinda big and empty. Yeah, my courtyard had the same problem.

My only comments on gameplay is this: Its hard to get good
gameplay with this type of map, at least for basic arena-type games
(such as hl2-dm). If you were making an RPG coop-style mod,
however, it could rock :biggrin: . Unfortunately, SOURCE is not a good
starting platform for creating an RPG; the amount of coding required to
make an RPG from SOURCE would be simply enormous. But I digress...
Posted by ReNo on Fri Mar 11th 2005 at 3:53pm

I only added noclip because people kept bloody killing me while I was
TRYING to look around :biggrin: By that point I figured we had established it
wouldn't play well in its current state, so I didn't think it was an
issue. Besides, doing stunstick fly bys was a good laugh!

The level really still needs a lot of work done, mainly to make the
layout work better and improve performance. As it stands there are some
nice architectural ideas around, but obviously still a lot to recieve
ANY detail so its kinda hard to comment on the overall visuals. Having
such a large courtyard is a bad idea in my opinion, as if you spawn on
the grass area you had quite a distance to run before you got anywhere
of interest, and all that time you were completely exposed to
magnum/xbow/RPG users. It seems to me like you have felt you needed to
fill a box, and so you built some walls to match the dimensions of the
building, and filled it with a giant courtyard and grassy hills. Forget
this, and build your grounds to a shape that benefits gameplay. Scrap
all the redundant grass areas which are too far from the building, and
pull the walls inward at the extremities or something. No point
commenting on lighting or props at this stage of the map obviously.
Posted by Orpheus on Fri Mar 11th 2005 at 9:03am

<DIV class=quote>
<DIV class=quotetitle>? quoting Campaignjunkie</DIV>
<DIV class=quotetext>Playtested this briefly with some other Snarkpitters (I think Orph was there too). But anyway, I agree with Orph - big and empty. Kudos for attempting such a setting, but gameplay just really wasn't there. Plus, you just threw a box around it so it would compile, and that worsened the framerate a lot (averaged 20-30 FPS in the common area). Get rid of the water too, you can't even really see it with the dark light_environment setting.

EDIT: I noticed in the map profile you wanted to make it as "realistic as possible." Don't do this. Realism is a tool to make a map more attractive. You probably shouldn't build a map around realism, as gameplay will suffer as a result.
</DIV></DIV>

oh yeah, this old man, he played one, he played knickknack on his thumb...

i mean, i was there from beginning to end... i must confess, adding "noclip" to a playtest really blew my mind.. i was thinking "OH f**kING GREAT!!!, now my connection is truly f**ked.. look at these guys zoom around"

i couldn't hit a sole :sad:
then i notice, some jackass was floating in a tree.. :lol:
Posted by Campaignjunkie on Fri Mar 11th 2005 at 5:30am

Playtested this briefly with some other Snarkpitters (I think Orph was
there too). But anyway, I agree with Orph - big and empty. Kudos for
attempting such a setting, but gameplay just really wasn't there. Plus,
you just threw a box around it so it would compile, and that worsened
the framerate a lot (averaged 20-30 FPS in the common area). Get rid of
the water too, you can't even really see it with the dark
light_environment setting.

EDIT: I noticed in the map profile you wanted to make it as "realistic as possible." Don't do this. Realism is a tool to make a map more attractive. You probably shouldn't build a map around realism, as gameplay will suffer as a result.
Posted by Nickelplate on Fri Mar 11th 2005 at 5:24am
[Author]

don't worry habboi, I never took any offense. anyway, I thank you for your kind comments.
Posted by Orpheus on Fri Mar 11th 2005 at 3:41am

its big, its empty, and its raining.

all together makes for a strange maps indeed.

try to fill it up and get rid of the rain :smile:
Posted by habboi on Thu Mar 10th 2005 at 7:04pm

Lol your taking it as though i'm saying negatives but on catrare I am merely aplauding you for your efforts because what I mean is that 'when i see your screenshots, it's like playing 'They Hunger' again! which is a good thing because the Mod ruled!

Keep up the good work!

P.S. They Hunger was a spooky / scary mod and your map appears to be spooky at the moment :smile:
Posted by Nickelplate on Thu Mar 10th 2005 at 6:40pm
[Author]

habboi i have never played "they hunger" but i assure you this is totally my creation.
Posted by habboi on Thu Mar 10th 2005 at 6:36pm

It looks stunning although I agree that the textures need to be better and from a first glimse of the pictures I felt as though I was playing 'They Hunger' again :biggrin:
Posted by Nickelplate on Thu Mar 10th 2005 at 6:31pm
[Author]

Okay this is the beta 1 chapter! Please give me any and all suggestions. there's lost that is not done yet, i know. ALSO, the screens are much darker than the map itself