Medevil by Tracer Bullet

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Map Description

A smallish work in progress. I intend to do a re-texture, and I need to figure out how to make multiple water brushes fit together properly without seeing new water "surfaces" when you are transitioning between brushes. Weapons and DM player starts are now in preliminary placements.

Discussion

Posted by mazemaster on Sun Dec 24th 2006 at 9:00pm

http://www.zhlt.info

For the newest version.
Posted by Captain P on Sun Dec 24th 2006 at 12:52pm

TB: you can ease up your triangle brushwork by making them into entities. This easily fills your total amount of entities but allows you to keep the VIS job relatively simple.
Posted by Jinx on Sun Dec 24th 2006 at 12:31pm

I would run a "check for problems" in Hammer to make sure bad brushes aren't causing the HOM effects.

Another thing to try might be to seal the level behind the triangulated brushwork, then turn the brushwork into a func_wall or something?

Be sure you are using the latest version of ZHLT's, you can get them here:
http://collective.valve-erc.com

Which reminds me, I should probably update mine lol
Posted by Orpheus on Sun Dec 24th 2006 at 12:04pm

Which tools you using Obi?

They have made a few newer versions since we stopped mapping HL1.

Perhaps they will address your HOM issue. :confused:
Posted by Tracer Bullet on Sun Dec 24th 2006 at 4:51am
[Author]

Good points, and most all things I plan on working on.

-Yep, lots of misaligned textures. I never paid much attention to that so far, but since I'm planning on a complete retexture in any case...

-The simplicity of the subsidiary hallways is mainly down to r_speeds. I can't do anything about it without allot of restructuring. This would ultimately increase the size of the map, which I do NOT want to do.

-HOM is a chronic and integral part of extensive triangulated brushwork. the compiler just doesn't like it much. I'm hoping that a -full run of vis will help with that.

-Yes, I must optimize movement. I'm probably just going to clip off the worst areas. I have ideas for how to revise the tunnel area.

-There are two sniper towers, and yes they are strong. Nevertheless, you can get anywhere on the map (including below the snipers) without ever entering their line of fire. Plus I've kindly provided grenades below each tower to help dislodge annoying campers. I like a more stealthy style of gameplay, which is the reason for the darkness and sniper positions. It is a conscious decision, which I stand by.
Posted by Jinx on Sun Dec 24th 2006 at 3:21am

GBall mentioned some of the issues I saw playing through. One other- the back cave tunnel area's flooring is nicely rough, but makes movement a little sticky sometimes. Wondering if you could clip over the variation to keep the visual effect while allowing smooth player movement?
Posted by G.Ballblue on Sun Dec 24th 2006 at 12:58am

Okay, stapled this together for ya. Hope you get something out of it.
Note to self: Snarkpit seriously needs a freaking preview button.

Clipping

Here are a few areas where I found the movement to be a bit difficult (i,e. Jumping and not be able to move, getting snagged, etc)

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I got stuck here. Exactly where I'm standing.

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Graphics

Graphical flaws and suggestions. You seriously need to check that your textures are aligned, since I was seeing misalignments all over the place.

Turn this into one big func_water, in BSP viewer, I saw that you had numerous water brushes here.
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For such a long stretch of hallway, I'd think there'd be something "a little more to it" than just this. It felt really plain :/
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Yea, I know the light is coming from the water, but water isn't a technical light source from what I know of :razz: General nit pick.
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HOM effect in the cave area.
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This really doesn't come off as a ladder texture. It's pretty hard to climb up straight wood last time I checked. :razz:
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I realize that you're dealing with wood on slopes, and at 90 degree angles, but I still think the ceiling texture in this strip of hallway isn't very aligned.
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This rather long section of hall felt very prefabed/copied and pasted. Some variation would definitely help.
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Stretched texture on this wall support. You copied and pasted this wall support throughout the entire hallway, so you have this stretched texture on each of them!
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The background in this area was really empty, as you can see. I suggest you add some background detail/building/structures/stuff off in the distance.
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It appears those lava filled lamp posts are emiting light -- but with little effect or ambience. Sounds? Sprites? Glows? I think more can be done here -- my suggestion is in the image. :razz:
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Texture misalignment.
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Having a flat dirt floor suddenly change into rock seems a little sudden on the HL1 engine. Once again, minor nitpick.
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Gameplay

Okay, this map seriously need more weaponry in it. With 3 bots and myself running around the map, making 4 players, we really burned ammo quite a bit. It was usually 1 well equipped player against a bunch of other players with glocks or maybe a SMG/shotgun. More ammo would have been nice, to.

I also felt that the map had little cover in it. When you encounter another player, there is no where to run, take cover, lay a trap, or do anything -- the map consists of huge open brown hallways, and it could use flavor in that mix.

Final thing is this sniping tower I stumbled on:

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Bit fortified, doncha think? One player with a crossbow and a careful trigger finger can clean house in their, though I guess it depends on your playing preferences/style and those of other players.
Posted by Orpheus on Sat Dec 23rd 2006 at 6:39pm

Without parallax that sky never looked very good. Tis why I always used Neb1 or whatever it was called.

Glad yo see you mapping again Obi. :smile:
Posted by BlisTer on Sat Dec 23rd 2006 at 12:47pm

i like the overall height difference usage, the way you handled architecture in that first shot, and the ceiling idea for the last shot. I also like how the cave has alternate lighting (color) than the rest of the map, but overall i think the outside lighting could be improved, seems too dark and/or bland in some places. Also it seems to me the castle entrance could be made more interesting than just the 2 walls stopping
Posted by Tracer Bullet on Sat Dec 23rd 2006 at 4:17am
[Author]

Update

No new screens, but I now have a download link. I've added the last of the pathways and sniper spots, so the brushwork should now be complete.

I still have to try that suggested re-texture among many other things.