Temple by Jinx

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Map Info

Map Description

This is a map of mine that is included in Action Half-Life. I decided to finally make a HLDM version.

Things to know about this map:

*It includes detail textures (r_detailtextures 1 in console to turn them on), so surfaces look less blurry up close. The effect is really nice, though it can cause a little engine lag on some systems.

*It has a system similar to some stock HLDM maps- you press a button and the central room's doors start closing. You have to be inside when they close or you are killed. A small text readout at the bottom of the screen will warn you, and notify when you are in the safe area.

*It has a game_player_equip starting players with a jump pack and magnum. This is to offset the size of the map, and the fact that the stock pistol is garbage.

*It has custom everything- sounds, textures, sprites, skybox. And yes, those are cinders/sparks shooting out of the flames.

Anyway, hope some of you HLDMer's enjoy it. It has its flaws, but I'd rather work on new maps than revise old ones to death.

There is also a slightly revised 'director's cut' of the Action HL version:
http://www.cryotank.net/maps/temple/ahl_templedc.zip

Discussion

Posted by Jinx on Sat Aug 30th 2008 at 5:37am
[Author]

I wasn't part of the core (the 'A-Team'), but I tested, contributed maps, and did a bit of behind the scenes map-related work (tweaking and retexturing other maps for example). Great community, great people. :)
Posted by Le Chief on Sat Aug 30th 2008 at 5:37am

You where part of the team that made Action Half-life?
Posted by Jinx on Sat Aug 30th 2008 at 5:37am
[Author]

it started off as a 'hey I'll do a conversion in a couple weeks because I have no ideas' and evolved from there. some parts of the layout are still similar, but it changed a lot as I was making it. I'm so bad about coming up with map ideas... usually I find it easier to have some simple layout idea to start with, then work from there.
Posted by SHeeP on Sat Aug 30th 2008 at 5:37am

inspired by goldeneye? indeed silly that is
Posted by Frissi on Sat Mar 4th 2006 at 8:14pm

Wohooo ! :dorky: :sailor: :biggrin:
Posted by Jinx on Sat Mar 4th 2006 at 6:45pm
[Author]

Okay. I have 2 nice places I can hide it without it being physically reachable, though. bwaha.

I have the editor and resources for it set up, and have it compiling properly. I just ripped out the unneeded AHL entities, now to distribute the HLDM stuff. Beta in a few days, depending on how busy I am.
Posted by Frissi on Sat Mar 4th 2006 at 2:16pm

If you give the players a bit of "battery armor" by using the game_player_equip it should reduce the damage from the egon, of course from alot else also :grenade:
Posted by Orpheus on Sat Mar 4th 2006 at 1:06pm

Frissi.

Your English skillz are showing... Again. And you wonder why things turn out odd.

This map is for HL1.

Jinxy, if you limit the Egon's resources, you limit the Guass as well. If you have a choice between castrating the Guass and having an Egon. Lose the Egon.
Posted by Frissi on Sat Mar 4th 2006 at 10:13am

There is no egon, there is no gauss, there is no longjump...

hl2dm pro has it all tho www.hl2dmpro.com

I can host you map if you need webspace, but i doubt that.
Posted by Jinx on Sat Mar 4th 2006 at 4:41am
[Author]

yeah, this is a large map so there will probably be multiples of some guns. I might include an egon, but limit its ammo... I always hated the gun, though, because lpb's could whore it, but hpb's couldn't use it for s**t. Maybe I'll do what I did on Revenant, and put the egon in places where you can see it but not reach it. I'm a bastard that way!

I looked at my game_player_equip for Battleschool; I started players with the magnum and jump module as well as the regular pistol/crowbar. I am considering doing that on this map as well since the jump module helps people get around a lot faster. Would totally change the pace of the game, though, so I dunno.