[map] A Brief Detour

[map] A Brief Detour

Re: [map] A Brief Detour Posted by SamCom on Wed Feb 10th 2010 at 4:36am
SamCom
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Posted 2010-02-10 4:36am
SamCom
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14 posts 991 snarkmarks Registered: Feb 29th 2008 Location: Austin, TX
This is a a discussion topic for the map "A Brief Detour" by SamCom which can be found here

Map description:

A short single player map for Half-Life 2: Episode 2, where Gordon is separated from his rebel teammates and has to venture through a Combine controlled apartment complex.

My first completed single player attempt, so please comment and critique!

Map screenshots:
Loading embedded content: Map #3270
Re: [map] A Brief Detour Posted by G4MER on Wed Feb 10th 2010 at 6:09am
G4MER
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Posted 2010-02-10 6:09am
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From the Screenshots and overview, looks good.
Re: [map] A Brief Detour Posted by SamCom on Mon Feb 15th 2010 at 8:42am
SamCom
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Posted 2010-02-15 8:42am
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Has anyone had a chance to download and check it out yet?
Re: [map] A Brief Detour Posted by Riven on Mon Feb 15th 2010 at 7:10pm
Riven
1640 posts
Posted 2010-02-15 7:10pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Actually yea, I had a chance to dl and play it. I gotta say, it was quite nicely done!

The player wasn't left hanging anywhere (which is a big concern for me on some larger single-player projects) and the flow seemed very well paced. Each space seemed to have a considerable amount of attention paid to it, and they seemed also to be diverse but still retain coherency. This level seemed obviously planned-out, so props to you on that!

It took advantage of the core mechanics from HL2 which is fine. Most people who try to mimic them don't do a very good job, but here, they seem very natural and fit in. There were some parts that took me by surprise, and were very exciting. The combine areas seemed to feel very real and up to valve quality. This was a nice short adventure that for gamers on the go, would take you about 10 minutes or less on your first play-through. I imagine there was also a considerable amount of playtesting involved eh? It seems you probably worked out most of the kinks and issues I would ever complain about. But if you'd like a discernable critique, I can find something somewhere.... :p

-On some of the Combine lights (the larger scale ones) the sprites used on them are wrong. They are obviously floating a considerable far distance away from the 'bulb' that it doesn't look quite right. I think the very beginning needs to be fixed just a little. It starts off easy enough with a fade-in, but I wish there was something more to him getting there. Like some kind of camera fly-in or something to get across how he got there in the first place. Either way, the fade in is nice.

It was amazing how fast the combine respond to that camera taking your picture. Perhaps add some more combine grumble and some gadget fidgeting behind the door before the explosive starts beeping. You don't want to give the impression that they're waiting for you, you were supposed to surprise them right?

-In fact, why is there a camera there? What is so important about that room?

-The final room before you reach your squad could use some more love. It works for pure gameplay, but I don't understand what it's for. What is that space all about actually? The big deck hanging over with rails leading nowhere, what's that about?

All-in-all though I think most of those critiques could go ignored and you'd still have a nice well-designed well-playing short sp level. Thanks for uploading it! I enjoyed it very much, and I think it is worthy for a spotlight! :hee:
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: [map] A Brief Detour Posted by SamCom on Tue Feb 16th 2010 at 12:22am
SamCom
14 posts
Posted 2010-02-16 12:22am
SamCom
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14 posts 991 snarkmarks Registered: Feb 29th 2008 Location: Austin, TX
Hey, thanks for downloading it and giving it a try! Extra thanks for adding it to the spotlight, I appreciate it! :)

Also, I've uploaded a new version of the beta.

Fixes:
-Added another entrance to the first fence to make the headcrabs less predictable.
-Fixed the sprites on the Combine lights.
-I added a few sounds to the beginning, to try and give a little more of a setup.
-Slowed down the Combine response to the door a bit, added some more sounds.
-Added more props and details to the courtyard and the last room.
Re: [map] A Brief Detour Posted by SamCom on Tue Feb 16th 2010 at 7:48am
SamCom
14 posts
Posted 2010-02-16 7:48am
SamCom
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14 posts 991 snarkmarks Registered: Feb 29th 2008 Location: Austin, TX
Uploaded another update:

Changes:
-Fixed a few props that weren't showing up.
-Added a headcrab canister to the basement to explain the zombies, plus the necessary hole in the roof.
-Added an smg1 just after the shield wall, so you have it for the first Combine encounter.
-First door explosion causes damage, fixing being able to throw crates in the way.
-Changed ramp to stairs.
Re: [map] A Brief Detour Posted by SamCom on Wed Feb 17th 2010 at 12:37am
SamCom
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Posted 2010-02-17 12:37am
SamCom
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14 posts 991 snarkmarks Registered: Feb 29th 2008 Location: Austin, TX
One final minor update.

-Mixed up the rappelling combine so they should be harder to miss.
-Added barriers to the doors in the first gate.

If there's nothing broken in this version, I think I'll release it.
Re: [map] A Brief Detour Posted by Riven on Thu Feb 18th 2010 at 4:17am
Riven
1640 posts
Posted 2010-02-18 4:17am
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Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Oh, very nice update. The last room makes much more sense now, and the only thing I thought while playing it was "hmm, this could use some short action music" It would make it a little more tense. (if not for the last sequence, then maybe for the courtyard area). I'm pretty sure there are some maybe minute-long action sequence songs in the HL2 library somewhere.

Other than that, I think this really small SP journey feels pretty solid. It follows all those written or otherwise unwritten level design rules and standards we come to expect out of maps. I look forward to your next Source related project(s) :hee:
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: [map] A Brief Detour Posted by SamCom on Sun Feb 21st 2010 at 1:34am
SamCom
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Posted 2010-02-21 1:34am
SamCom
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14 posts 991 snarkmarks Registered: Feb 29th 2008 Location: Austin, TX
Released! Thanks for all the feedback, I'm looking forward to my next (hopefully longer) project!
Re: [map] A Brief Detour Posted by Jasper.atPP on Sun Mar 7th 2010 at 4:54pm
Jasper.atPP
2 posts
Posted 2010-03-07 4:54pm
2 posts 0 snarkmarks Registered: Mar 7th 2010 Occupation: Engineer Location: UK
Absolutely my kind of map. Play it now. Really.
Nothing new, no whizzbangs. Just a top notch EP2 combat map.

We can but hope that Uncle Sam extends this great map into something bigger or releases something similar – but longer, please
The Cat's Whiskers at Crunching Combine
Re: [map] A Brief Detour Posted by haymaker on Sun Mar 7th 2010 at 7:18pm
haymaker
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Posted 2010-03-07 7:18pm
haymaker
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lean and mean, very promising! I haven't played SP in so long I forgot all about it, but there is some really good stuff here.

I relived some kinda emotion while charging at the armor station, hard to describe, almost like in HL1 while trying to conserve and plan.

I was half expecting to be able to use the turrets to my advantage like I remember doing in HL2 antlion/nova prospekt but I guess the code is different now.

Nice clean work. Moar!