Op4_Camper_Hunting by Lekki

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Map Info

Map Description

Half-Life:Opposing Force deathmatch map with very high system requirements best for LAN. If You think Your hardware can take it then have a try! If Your waiting for Half-Life2 then You've got to try it because it almost exceeds the old engine capabilities :)We could do even better but the engine is too old :(
We use it on LAN an it's smashing. Runs good on a Duron750 with GeForceMX2 400. Feel free to comment. Any kind of feedback is most welcome!

Discussion

Posted by KoRnFlakes on Thu Feb 12th 2004 at 1:02pm

Doesnt matter how good your pc is, The engine is not suited to high r_speed's it will slow down on any pc purely because of the engine.
Posted by Orpheus on Thu Feb 12th 2004 at 12:27pm

the point i feel you continue to miss, either accidentally, or otherwise is.. we all know how to map, all with varying degrees of success, we know what makes r_speeds, what doesn't, and how to justify them.

this map, and the other, just do NOT have a justified r_speeds level vs. detail involved.

the map shows no optimization at all, just rampant r's

step back, take a breather and listen to us, we don't care if your map is played or not, whom likes it, who thinks its crap, what we do care about is, the proper tutelage of mappers in the art of editing... this map breaks all of the fundamental rules of editing for HL, all in the name of larger pc specs.... we find the concept, unacceptable.

if you want to learn, the first step to fixing something is admitting its broken.. if you must build a map that has r_speeds in excess of 1000 have a damned good reason... lazy isn't one of them.

for the record, you are not alone in your concepts, many mappers have fallen into this trap.. but in the end... well they either learned, or they were incapable of learning..

which will you be i wonder :confused:
Posted by Lekki on Thu Feb 12th 2004 at 12:17pm
[Author]

Looks very playable I think You should have continued the work. It is obvious that not everyone can play high r_speeds maps but I think there are many people who would like to play more complicated maps and have the right hardware to do it. We have a low polygon version of Camper Hunting which we played 2 years ago on our K6-2 400Mhz with a Voodoo3 2000 and it ran at an average of 20-25fps with 3 players. I don't understand why everyone should make maps with as much polygons as they had 5 years ago when we played Half-Life on an Intel Pentium 166MMX with no hardware acceleration. Some people just play newer games like UT2003 or Q3 but We think HL's gamestyle is unique and that is why We still want to create maps for it. If You don't have the right hardware or You do not like their style just don't play them.
Posted by Orpheus on Thu Feb 12th 2004 at 1:52am

I made a map very similar to this one, but scrapped it at 90% complete cause i couldn't get the r_speeds to less than 1000...

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Posted by Nukem on Thu Feb 12th 2004 at 1:49am

Looks very fun indeed, I like the texture work alot, it all looks like it blends well.
Posted by Perin on Tue Feb 10th 2004 at 8:23pm

Nice lighting effects and nice layout. This would be a great map for DM or CTF.
Posted by scary_jeff on Tue Feb 10th 2004 at 8:07pm

Well I think the map looks pretty nice, but I think it could look a lot better with improved lighting. For a start the light_enviroment colour is off... I think if you made it an 'evening' map, then you could have some nice shadows, and put in a few spotlights for colour and ambience, without adding to r_speeds. You could cut your r's down a bit by using one brush handrails with a masked handrail texture instead of the ones you have now, and by stretching the outside floor texture a bit (maybe 1.5x). From the look of the map, it seems like it could be made to have lower r_speeds, without taking much away from the map itself. Certainly the inside of the central building could be made more interesting, while not affecting the r_speeds outside if implemented in conjunction with proper visblocking at the doorways.

With respect to the criticisms received, It's fine that you enjoy the map on your LAN, but you have to appreciate that we are not on your LAN, and collectively have different ideas of what makes a fun map. You ask for our opinions - no matter how good your map is, or how fun you find it to play, it is very unlikely that everbody will like it. In this case, many people will not find the map fun, simply because of the very high r_speeds - this may not be a problem for you, but in posting here, you have asked what we think.
Posted by whiteLegion on Tue Feb 10th 2004 at 7:49pm

It must be nice being able to add whatever yoou want and not worry about r_speeds. Some nice looking jump pads would have been great for this map. Also grapples and more zen organic stuff to get to the top faster. I liked it.
Posted by matt on Tue Feb 10th 2004 at 5:26pm

Hey Lekki don't give gollum agro. He makes good maps something it would seem you have yet to experiance.
Posted by Hornpipe2 on Tue Feb 10th 2004 at 5:08pm

There's no sense in chatting with You guys if You don't play the game. We play it on LAN so the r_speeds are no problem... and we receive mails that some people do too and have fun with the map... If You don't like such maps sorry... We responded to the critics because we think they mostly did not make sense... and We are not the ones who started the "war".
AHAHAHAHHAHAHAHAA

You guys are stupid, but at least you didn't make this a CS map with weapons all over the ground. The end.

PS We don't all own extremely fast computers, so try to keep from having 4000 r_speeds on screen. Hint brushes and func_walls will solve a lot of your problems, I bet.