Necropolis: Mausoleum

Half-Life: Deathmatch HLDM
Necropolis: Mausoleum by darkphoenix_68
Posted 18 years ago2006-03-05 22:30:39 UTC • Completed • Half-Life: Deathmatch
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Name
Necropolis: Mausoleum
By
darkphoenix_68 darkphoenix_68
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
18 years ago2006-03-05 22:30:39 UTC
Updated
17 years ago2006-08-27 04:39:01 UTC
Views
3908
Downloads
1040
Comments
6
Rating
4.67 (3)
Reviews
0
full star full star full star full star full star Download (3.16mb)

[I have finally updated this map to version 1.1, incorporating most of the comments so far received from TWHL members!]

In a remote region of the Tibetan plateau, nestled amongst the mountains of the Kailash Range, lies an ancient necropolis whose very existence raises questions which shake the foundations of our knowledge of early civilisations. Although only small, this pyramid shows undeniable aspects of both Egyptian and Incan influence. Details are still sketchy, however, for both teams sent to investigate seem to have disappeared without a trace.

The original design concept for this level was somewhat larger; ultimately it began to push at the limits of Half-Life's game engine, and its playability began to suffer as a result of its size, so I made the decision to split it into two. Soon thereafter, "two" became "three".

Necropolis: Mausoleum is the first to be released; the others should follow "soon".

[Warning/apology: As with my previous levels, I got a little carried away with the scope of Mausoleum and built a level which perhaps isn't well suited to the HL engine. In particular, r_speeds are quite high (approaching 3000 in some areas.) Consequently this level is a bit of a hog, and it won't play properly under HL's software display driver. It runs fine on a 2GHz Celeron with OpenGL. You have been warned!]

6 Comments

Commented 18 years ago2006-03-06 04:47:36 UTC Comment #11120
Superb stuff!

Love:

+glowing glyphs
+extraordinary texturing
+doodads--secret doors on paths, elevators, maze EVERWHERE!
+Lighing looks great
+traps--falling down the elevator shaft on to the sharpened sticks--SCREAM! BLOOD!
+Everything about this map looks abslolutely beautiful
+Great hidden and weapons placement
+superb detail work--paticularly I like the subterra/collapsed areas.

I didn't find the wpolys as high as u mentioned. In most places it was well below 2000. The only areas that I could find over 2000 were about 2200 on top of the towers. Not bad at all considering how wide-open it is and also how detailed :)

On top of the pyramid, HLFix will fix those little errors--Are you already using it and they still turn up?

Superb work!
Commented 18 years ago2006-03-06 06:11:30 UTC Comment #11121
Oooh sounds very nice, downloading!
Commented 18 years ago2006-03-06 16:34:00 UTC Comment #11126
Nice brushwork and very good use of those textures. There's plenty of detail making the map more interesting. Brushwork looks very clean for a map this size, and the choice of the sky and time of the day makes it look even better.
The main outside arena looks like a fun place for deathmatch (it should run decently on most computers), but the underground passages and elevator part are a bit too dark or cramped for multiplayer imo. Everything is well executed, but some parts would fit better in a singleplayer map.
Commented 18 years ago2006-03-07 02:37:10 UTC Comment #11128
V. Nice map
Commented 18 years ago2006-03-12 09:04:27 UTC Comment #11179
Suuuuupaaaaah... :o
********************
+ Architecture. From the pyramid in the middle to the underground tombs and the open area - it all looks awesome. The broken pillars, the entrances to the tombs, the elevator shaft, the secret areas - it's all done with precision and amazing detail.
+ Textures. They also add alot to the great looks of the map. I loved the glowing walls. A very nice touch. The texturing outside and inside was superb.
+ Lighting. Great dusky-ish lighting outside. It really gives the map a 'desert' feeling. The tombs were a bit dark for MP, though.
+ Layout. It was great, the open areas combined with the underground areas made the layout fairly simple & balanced. Although I didn't understand the purpose of the blue-ish maze under the pyramid in the center. It didn't have any weapons in it, so It's pretty useless, imo.
**********************
+/- Gameplay. The layout was ok, the weapon placement wasn't bad either, although some areas were a bit too dark & cramped, as Rowley said. Although I take that those areas were meant to be shortcuts, not battle areas.
*******************
- Ambience. The only con I could find. Add some wind sounds in the high places, maybe some cave ambience in the tombs. It would add alot to the atmosphere.
*******************
Overall - a great map. Some of the features weren't very HLDM, but they somehow fit in, methinks. Another thing: The elevator was still buggy.. ;)
5* worthy, I think.
Commented 18 years ago2006-03-13 15:20:34 UTC Comment #11200
Masterful.

+Archetecture. The use of ruined blocks and such is nice.

+Texturing was explicit. Is that MY brick texture? Looks familiar...

+ Lighting is sweet. I luff the glowy glyphs.

= Slow buttons, doors, and elevators. I think i would get raped everytime i go to use them.

- Underground part feel claustrophobic and is too small.

- I could get the RPG at the ruined section of the outer wall.

- I noticed some poorly textured parts on the center mosque structure amongst the stairs and banisters.

Wonderfully done though. I few tweaks and it's perfect. 5 Stars

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