dm_derelict_final by Jacfu

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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 fishy on Fri Feb 16th 2007 at 5:26pm

it's when your IP is the same as the one used by a member that went by the name of Jimmi. he had loads of other names too, and they all showed up on the little IP checker button that the admins have, as originating from the exact same place.

cool button, btw.

:wink:
Posted by Jacfu on Fri Feb 16th 2007 at 4:48pm
[Author]

I'm busy putting a ground-floor into the building with the rpg, just to give a little more dimension to the map. That building with rpg is the last thing I worked on in the map, and I find it to be a little one-dimensional/filler/unoriginal etc. Maybe adding a ground floor could just make it more involved.

"The doors blocked by wooden boards could turn out to be obstructive in the heat of battle. You might want to simplify or even remove some of them."[b]-[color=limegreen]Reaper47-[/b][/color]

[color=white]soz Reaper, but which wooden boards are you talking about? all the boards blocking doorways are breakable.[/color]

[color=white]Making some of the interiors less tight is a good idea; I'll see where I can get away with removing some walls etc. I'll intensify the outside lights aswell.Thanks for the feedback.[/color]

Orpheus, soz for not understanding, but what is a Jimmi account?[color=white]

[/color]
Posted by Orpheus on Fri Feb 16th 2007 at 4:08pm

/me notices point of origin.

/me hopes its not another Jimmi account. :cry:
Posted by reaper47 on Fri Feb 16th 2007 at 3:38pm

It's a pretty complex, yet compressed map. I like it a lot so far.

A couple of things I noticed:
  • The doors blocked by wooden boards could turn out to be obstructive in the heat of battle. You might want to simplify or even remove some of them.
  • It sometimes wasn't 100% clear which places you could jump to (the skybox near the wooden boxes) or crouch under (bathroom hole) resulting in some frustrating tests on the player's side. Maybe make these more obvious.
  • The interiors are rather tight. I don't know how this could be changed, but where ever you feel you could get rid of a wall, try deleting or opening it up.
  • lighting is even better than it looks on the screens. I'd still try some even brighter lights for the outside. For example making the two yellow lights near the statue brighter to cover a bigger part of the shady half of the yard. Of course you could experiment a little more with some of the other lights as well.
I can't say much about item placement before I played the map on a server. But this is a really impressive achievement. Especially (but not only) because it's your first release.
Posted by Orpheus on Fri Feb 16th 2007 at 1:48pm

Image 1: A bit to cluttered for my taste.
Image 2: /me likes. A bit dark but screenshots aren't the best gauge for light quality.

Is there more than 2 areas?
Posted by Jacfu on Fri Feb 16th 2007 at 1:29pm
[Author]

soz about borking your screen -
Posted by Orpheus on Fri Feb 16th 2007 at 12:11pm

Put a space between those images. You borked my screen with a sidescroll.
Posted by Natus on Fri Feb 16th 2007 at 11:00am

It looks nice, maybe add some more variation in lightning, and more rooftop stuff and wall details.

For example the area in the second screenshot would look much more interesting with wires going across the rooftops, antennas on the building in the end, maybe a ladder on the wall, not necessarily a usable ladder but having a ladder going to a little platform where a door leads into the building would make it look like the map is bigger (unless you can already enter the building).