[map] Mayacore_v1

[map] Mayacore_v1

Re: [map] Mayacore_v1 Posted by trempler on Mon Oct 3rd 2011 at 7:10pm
trempler
8 posts
Posted 2011-10-03 7:10pm
trempler
member
8 posts 301 snarkmarks Registered: Aug 23rd 2006 Occupation: Mappern Location: Germany
This is a a discussion topic for the map "Mayacore_v1" by trempler which can be found here

Map description:

Today I release my 3rd deathmatch map for Halflife 1.

Theme: Maya-Egypt-Fantasy mix.
Created in 2-3 Weeks.
The aim was to create a unique map with a awesome balance of weapon-/item-/playerstartplacement.

Mapinfo:
Solids: 3098
PointEntities: 881
SolidEntities: 141

Weapons:
Weapon_357 x2
Weapon_9mmAR x4
Weapon_crossbow x2
Weapon_gauss x1
Weapon_handgrenade x4
Weapon_hornetgun x2
Weapon_rpg x2
Weapon_satchel x4
Weapon_shotgun x6
Weapon_snark x1

Players:
Info_player_deathmatch x 18

Comments are Welcome !

Map screenshots:
Loading embedded content: Map #3425
Re: [map] Mayacore_v1 Posted by trempler on Mon Oct 3rd 2011 at 7:24pm
trempler
8 posts
Posted 2011-10-03 7:24pm
trempler
member
8 posts 301 snarkmarks Registered: Aug 23rd 2006 Occupation: Mappern Location: Germany
My server is running the for 1-3 Hours,
so if you like to join enter in console:

connect 31.16.1.44

:) (Server placed in Germany so people from USA would have a higher latency.)
Re: [map] Mayacore_v1 Posted by audioman612 on Tue Mar 6th 2012 at 1:28am
audioman612
4 posts
Posted 2012-03-06 1:28am
4 posts 0 snarkmarks Registered: Oct 27th 2006 Location: USA
I just gave the map a quick try and it's VERY well done. Great layout, beautiful textures with good speed, good sounds, etc. I'll be adding this to my clan's server (http://robodeath.com/).

Edit: I just noticed that you said it is a beta. I'll wait for the final release to install it. Just some suggestions from the server side: don't forget to make a .res file, as skyboxes aren't automatically downloaded. Also, I'll probably rename everything to all lowercase letters as different cases can sometimes cause problems with fast download servers (and this is too big a map to force players to download from the game server). I'll probably also rename the .txt file to the same name as the map and put it in the maps folder to follow the convention of most other maps (and will have it downloaded by clients via the .res file). Other than that, I haven't found anything to complain about yet :).
Re: [map] Mayacore_v1 Posted by audioman612 on Tue Mar 6th 2012 at 5:56am
audioman612
4 posts
Posted 2012-03-06 5:56am
4 posts 0 snarkmarks Registered: Oct 27th 2006 Location: USA
So I've tested the map a bit more and here are my personal opinions: I played alone, so it's a bit tough to judge if there are enough weapons and items, but most of that seems alright. I think a map of that size could use more than 1 long jump (I think on top of the stack of boxes in the room with the tau would be a good spot as it's on the opposite side of the map as the long jump; this area can be reached by jumping from the torch by the stairs), and I wouldn't mind seeing a bit more HEV (for example, there is one health charger on the map, with two health kits near it, but in the large room with the circles in the ceiling, there is just 1 battery in the corner, while the other corners remain empty). 9mm and shotgun ammo seem to be plentiful however :). Lastly, in the room with the light columns, having to go underwater for a shotgun, a common weapon that cannot fire underwater, seems to be a bit of a waste. I'd rather see a crossbow there.

Here are a few small other things if you want me to be very picky:

It would be nice if you could see when the health charger is empty.

The columns of water on the walls inside could use a water sound.

The ammo in the same rooms as these columns faces random directions from room to room (including some shotgun which faces towards the wall).

The lava could make sound (I've got several good lava .wav files if you want them). If you do this, the volume of the sound water near by should probably be turned down.

The worldspawn entity still has references to the .wad files which have had their textures embedded into the map.

You include sounds that are already in the half-life.gcf file as custom sounds (such as crickets). This sound, however, could have it's bitrate boosted to 22050hz and then included as a custom sound.

swamp2.wav is only 11025hz. If you have a 22050hz copy, that would sound better. If not, I've tried re-sampling it to 22050hz myself and it made a very noticeable difference. Considering this sound is heard constantly, the improved sound quality was nice on the ears.

You might make the torches give very slight burning damage.

I think that's all I've got. Obviously, most of these are just picky details. As I said in my first post, I REALLY like your map. The geometry, textures, lighting, sounds, and feel are very good. I will definitely put the final version of it on my clan's servers :).