dm_derelict_final by Jacfu

Map Rating

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Map Download

Map Info

Map Description

This is my first release. A medium sized free for all HL2 deathmatch level where you have to keep on moving to stay alive. I play a lot of hl2 deathmatch and I guess the main inspiration for this map are the maps I like to play, in particular dm_torque, dm_swamplight, dm_resistance, dm_overwatch: there's something about those maps that make them extra fun to play over and over again. Longevity is the ultimate affirmation of a succesfull map.

Discussion

Posted by reaper47 on Thu May 3rd 2007 at 10:04pm

dm_derelict doesn't feature any big red buttons that call in airstrikes. Neither does it use hundreds of Megabytes of custom textures or model work. It doesn't have any of this because it doesn't need it. The map only focuses on what's important so everything that is there is excellent. Derelict is the kind of map I wished to be the standard for HL2DM mapping, while, in reality, maps of this quality only pop up once or twice a year.

The map is set in your typical Eastern European city, but it combines the gloomy mood of the Ravenholm chapter with the brighter and more urban parts of the City 17 levels. It mixes some well-known sceneries into a surprisingly fresh and distinctive theme. The multi-story, fully accessible buildings with their many roof terraces and balconies create an almost Mediterranean feeling, like a place in Italy or Spain.

The layout is smooth throughout the map with a lot of height variation spread over four or more layers. A large amount of balconies, ledges and accessible rooftops results in many interesting places to explore and ways to move around the map. Behind every corner, the player has multiple choices of where to go next. There has hardly been a map since HL1 that packs so much freedom of movement, especially vertically, into such a dense space. Once you reached one end of the map you already get homesick for the other.

Texturing is simple, sharp and spot-on. Lighting consist of pale, cold but bright-enough moonlight broken up with yellow light bulps that hull essential corners of the map into a pleasant, warm glow. Buildings are packed with interesting architectural details, which can only be the result of careful observation of real-world environments, and the effort put into them pays. Even though the polygoncount stays rather low, you never feel like being stuck between artificial blocks of brushwork; everything has a natural quality to it. There are enough visual landmarks to make navigation easy, learning the layout is a matter of minutes. A pretty ordinary soundscape is used to create the ambience, and while it fits, it's a bit too loud and random sometimes and it also stopped playing for me in certain areas.

Weapon placement is classic with the usual guns scattered around the map. The RPG can be found in a tower-like position, but is rather hard to reach or guard which should balance things out again (RPG haters might still complain). Physics props are placed sparsely but there's usually enough to throw around in the lower parts of the map. Too many custom maps use the "avoiding clutter" argument to conveniently ignore physics item placement and turn their HL2DM maps into Quake maps. Derelict has good physics gameplay without ever obstructing the flow.

So is this map perfect? No, there are plenty of details to complain about. The paths around the courtyard have been added as an afterthought, and it shows as they're a bit narrow and require too much jumping to move around. The windows are too small to easily duck-jump through them. The wooden boards that block some entrances can turn out to be annoying in the heat of battle. And ultimately, the map IS simple when it comes to entity work and visuals.

Still, Derelict is the kind of map that should serve as an example for all the mappers that complain about being "restricted" by HL2DM's current texture and prop sets. There's so much you can make out of seemingly limited content - if you focus on what's important.

Oh, and I forgot to mention: This is the authors first release!

Design

Gameplay

Verdict
A very smart and detailed map that does all the things I like about HL2DM.

Pros
Lot's of interesting areas, fine texturing and lighting.

Design
No revolutionary new ideas, the ways around the courtyard are too narrow, some annoying obstacles
Posted by reaper47 on Thu May 3rd 2007 at 10:04pm

dm_derelict doesn't feature any big red buttons that call in airstrikes. Neither does it use hundreds of Megabytes of custom textures or model work. It doesn't have any of this because it doesn't need it. The map only focuses on what's important so everything that is there is excellent. Derelict is the kind of map I wished to be the standard for HL2DM mapping, while, in reality, maps of this quality only pop up once or twice a year.

The map is set in your typical Eastern European city, but it combines the gloomy mood of the Ravenholm chapter with the brighter and more urban parts of the City 17 levels. It mixes some well-known sceneries into a surprisingly fresh and distinctive theme. The multi-story, fully accessible buildings with their many roof terraces and balconies create an almost Mediterranean feeling, like a place in Italy or Spain.

The layout is smooth throughout the map with a lot of height variation spread over four or more layers. A large amount of balconies, ledges and accessible rooftops results in many interesting places to explore and ways to move around the map. Behind every corner, the player has multiple choices of where to go next. There has hardly been a map since HL1 that packs so much freedom of movement, especially vertically, into such a dense space. Once you reached one end of the map you already get homesick for the other.

Texturing is simple, sharp and spot-on. Lighting consist of pale, cold but bright-enough moonlight broken up with yellow light bulps that hull essential corners of the map into a pleasant, warm glow. Buildings are packed with interesting architectural details, which can only be the result of careful observation of real-world environments, and the effort put into them pays. Even though the polygoncount stays rather low, you never feel like being stuck between artificial blocks of brushwork; everything has a natural quality to it. There are enough visual landmarks to make navigation easy, learning the layout is a matter of minutes. A pretty ordinary soundscape is used to create the ambience, and while it fits, it's a bit too loud and random sometimes and it also stopped playing for me in certain areas.

Weapon placement is classic with the usual guns scattered around the map. The RPG can be found in a tower-like position, but is rather hard to reach or guard which should balance things out again (RPG haters might still complain). Physics props are placed sparsely but there's usually enough to throw around in the lower parts of the map. Too many custom maps use the "avoiding clutter" argument to conveniently ignore physics item placement and turn their HL2DM maps into Quake maps. Derelict has good physics gameplay without ever obstructing the flow.

So is this map perfect? No, there are plenty of details to complain about. The paths around the courtyard have been added as an afterthought, and it shows as they're a bit narrow and require too much jumping to move around. The windows are too small to easily duck-jump through them. The wooden boards that block some entrances can turn out to be annoying in the heat of battle. And ultimately, the map IS simple when it comes to entity work and visuals.

Still, Derelict is the kind of map that should serve as an example for all the mappers that complain about being "restricted" by HL2DM's current texture and prop sets. There's so much you can make out of seemingly limited content - if you focus on what's important.

Oh, and I forgot to mention: This is the authors first release!

Verdict

A very smart and detailed map that does all the things I like about HL2DM.
Posted by reaper47 on Sun Mar 18th 2007 at 2:38pm

Alright, no more complaints from my side. Really. :wink: I guess the ways around outside the courtyard will always stay a bit too narrow and remote because they were added as an afterthought but you integrated them pretty much as good as it gets.

It's very OK to run a map as a beta on servers for a few weeks. I'd even recommend it. People don't mind the appendix in the filename and it gives you the chance to wait for the truly odd errors that could theoretically pop up only after extensive playtests on various servers. In other words: I think this map is finished, but I'd wait a bit before releasing a final version. It's very annoying to be forced to release a tiny fix a week after you proudly announced a "final" version and all servers have to change files ect.

I am very, very impressed with this map. It's been a while that I've seen a map that works so well on pretty much every aspect of design.
Posted by Jacfu on Fri Mar 16th 2007 at 10:54am
[Author]

Thanks Reaper

That hint brush did help with the frame rates. I opened up the courtytard somewhat more + adding combine ball on the statue, re-alligned those off textures, put a clip brush over that debris next to bathroom, added more lights, removed the teleport.

This map is now completed at the Beta stage and I'll only update it again later , otherwise I'll just keep adding more and more. :leper:

download the latest version : http://hosted.filefront.com/Jakkalsmeister/
Posted by reaper47 on Tue Mar 13th 2007 at 8:14pm

Alright. Near-finished I'd say. There's a couple of issues with the ways around the yard walls. Also I'd remove the teleport again. I'm all for teleports but it's a huge theme break and IMO not worth it. Also I'd still simplify the wooden boards blocking doors and the stairs. They could be one entity for all the board brushes blocking the same way and should go from one pistol-shot.

I like most of the new connections.

Here are a couple of things I found. If you try doing something about them (and don't add anything more :wink: ) I have no further complaints. This map is awesome.

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Posted by Jacfu on Mon Mar 12th 2007 at 5:33pm
[Author]

Some updates:
  • Added more clipping brushes
  • removed two spawn points
  • added more details to buildings
  • added spotlight
  • added teleport room ( not so sure about that though -might be removed )
  • opened up the courtyard wall with a gap for easier access
still have to fin the darn skybox - gonna leave that for the end.

download update here:

http://www.mediafire.com/?alnddfnnibo
Posted by Jacfu on Mon Mar 5th 2007 at 8:41am
[Author]

THANKS Reaper.

I'm going to remove some of those crates, esp. the one at the edge of the courtyard: going to have to do something about that square wall surround aswell. Just be glad you did not see the complete mess inside the rpg building before I closed it up again.

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why did I ever decide to come inside here? To camp? Smoke gets in your eyes...

So much work has gone into this map, I do realize that the hard work is only starting now (like you said). lol, it's gone from 85% to 87%...
Posted by reaper47 on Mon Mar 5th 2007 at 12:59am

This map was great from the beginning but it's getting better and better. It brings back qualities I thought to be long lost since HL1 mapping.

I think you've pointed out most of the issues I could come up with in your TODO list so I'll wait and watch for now :smile:

One thing, though: You're starting to have an awful lot of crates for jumping over obstacles. Crates are OK here and there but it's easy to go overboard with them. For some of the brush-based crates that are there as a help to jump over certain obstacles I think it would be better to get rid of the crates and the obstacles. Tearing down some walls and such.

Really nice. This could should turn out to be one of my favorites.

But don't get lazy from hearing all this praise, lol. The final detailing can take very long and is quite important IMO.
Posted by Jacfu on Sun Mar 4th 2007 at 7:16pm
[Author]

K. I have uploaded the new version. There is still a lot left to do. Basic changes include removing the fire and smokestacks alltogether but for one, opening up the ceiling so you can run around with the the rpg, adding another crossbow so you can can kill the rpg guy running around on the roof, adding a few more light sources, opening up some of the tight areas, removing unwanted filler, adding a few more spawn points, clipping.

The rpg building is now closed again - opening it up was a terrible idea and it would take too long to fin to just become a place that players avoid.

STILL HAVE TO: Finish the skybox, optimize for best performance, put clipping on a few areas that really need it, make the bathroom area look more derelict amongst other things.

http://files.filefront.com/dm_derelict_ext_beta5zip/;6859706;;/fileinfo.html
Posted by Jacfu on Fri Mar 2nd 2007 at 7:50am
[Author]

K. It seems that the only way I'm gonna get this map on our local server is to make it bigger. So I have, kind of, not by going sideways but upwards :kitty:

Will upload the new version today or sometime this weekend.

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