dm_hydroponicz | map by Pig Popper by pig Popper

Map Rating

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  • 1 rating / 5 stars

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Map Info

Map Description

Thanks for all your help. :)

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Play Style:
Built with 3v3 in mind but shold work equally well as 1v1
The RPG is atop of a tube that constantly raises and lowers so you gotta spend some time planning when yuo're gonna access it, it also functionis as a lift (it is not a lift) to the 3 levels. When someone attempts to collect the RPG the seconds it takes allows an opposing player time to reach a vantage vai an alternative route, hopefully balancing the rpg's role during play.

Theme:
Set in what has been described as a lost colony, possibly harvesting some unknown resource

Weapons:
2x mags
3x xbow
3x shotty
2x ar2
plenty of grenades
3x orbs
3x smg nades

Health:
1 x super charger
2 x suit chargers
2 x health chargers
plenty of health kits and a few suit

Areas: The map is comprised of 3 main play areas
1. charger area
2. RPG (lift) area
3. Garden area (+ indoor botanical garden)
there is also a rather pivotal connecting setion that overlooks all 3 to some degree.

Special Thanks to;
Ripstar for sounds / logos and general great ideas
eX for extensive playtesting
boshed for being boshed shaped
shoobie for his critical eye
all the cats at gHOST for some killer tdm matches on this 1
and everyone at hl2dm-University.com, snarkpit.net, interlopers.net and fpsbanana.com.

Thanks a bunch peeps.

Discussion

Posted by pig Popper on Tue Dec 1st 2009 at 8:34pm
[Author]

The map has been updated, some minor game play, sound and visual tweaks, if you spot anything out of place let me know as I'll have missed it :D

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Posted by pig Popper on Sun Nov 22nd 2009 at 2:21am
[Author]

thanks the input mate, some useful points there.

I was actually thinking the same about the stock textures but they started to grow on me after a while :), I'm glad you mentioned it, they do look drab.
Posted by haymaker on Sat Nov 21st 2009 at 6:35pm

Good to see another pig-beta! Really like this so far. Geometry is very well done, I can see it being pretty fast. Lighting is a brighter than the screens portray. Some notes from a run through:
  • The hatch-doors are way cool, but there's one near a yellow railing that actually did impede my 'escape' by not being fast enough ( if you try to pass through at the outer edge rather than the centre )...Im not that fast of a player but I can see that being a frustration. Maybe an invisible func_brush toggling to nonsolid instead of the actual door brushes? or just make it faster?
-unsure about the looping sound, a little monotonous after awhile

-was looking for another exit out of the green outdoor-charger area

-love that sky texture. There's quite a few other tetxures that don't do justice to the potential, though. The stock concrete and metal just seem drab and lifeless and actually take away more than they add here. I can see you're experimenting there; the basement plant area looks good... I kinda think going for a more airfusion-style texture scheme will take this farther than the dirty hl2 ethic.

Awesome stuff so far!