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UrbanWaste

Map Vault > Completed Maps

map screenshot

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(1 votes)

[More Screenshots]

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By Tetsu0 (See more)
12th March, 2006

Half-Life
551.7KB - BSP
2569 views
737 downloads
8 comments

Last edited: 18th March, 2006

download

My hldm contest submission. Im relativley proud of the way this map turned out. So im releasing it to the public.

btw i didnt win.. *shakes fist at rimrook*
lol i dont care. have fun with it.
any crisism/comments greatly appreciated.

EDIT (March 15 - 4:00PM)------
Made Ducts on school building
Made laddars more accessible
more weapon spawns
more battery/health spawns
re-textured lift and blue building walk way

EDIT (March 16 12:28AM)----
Re-compiled without ty.wad
EDIT (March 18 12:18PM)----
Rotated Bricks
Added More trim
Got rid of useless space

Comments

avatar Tetsu0 says: 12th March 2006, 23:33 PM
oh crap
i gave out the bad version
ill re-cmopile and upload.
avatar Rimrook says: 13th March 2006, 14:58 PM
i don't think i got the final when i got this last night. Here's my review...<br>
<a href='http://img96.imageshack.us/img96/1592/urban
waste00000vc.jpg'>Shot 1</a>
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<a href='http://img96.imageshack.us/img96/3005/urban
waste00021dx.jpg'>Shot 2</a>
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<a href='http://img388.imageshack.us/img388/7379/urb
anwaste00039bc.jpg'>Shot 3</a>
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<a href='http://img388.imageshack.us/img388/5108/urb
anwaste00042in.jpg'>Shot 4</a>
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<a href='http://img388.imageshack.us/img388/6660/urb
anwaste00059pz.jpg'>Shot 5</a>
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<a href='http://img388.imageshack.us/img388/7237/urb
anwaste00063ul.jpg'>Shot 6</a>
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<a href='http://img96.imageshack.us/img96/4399/urban
waste00077ad.jpg'>Shot 7</a>
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<a href='http://img96.imageshack.us/img96/8125/urban
waste00082gr.jpg'>Shot 8</a>
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<a href='http://img96.imageshack.us/img96/8311/urban
waste00096zi.jpg'>Shot 9</a>
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<a href='http://img96.imageshack.us/img96/5884/urban
waste00106xb.jpg'>Shot 10</a>
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<a href='http://img96.imageshack.us/img96/219/urbanw
aste00117mx.jpg'>Shot 11</a>
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<a href='http://img96.imageshack.us/img96/6836/urban
waste00124jq.jpg'>Shot 12</a>
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<a href='http://img96.imageshack.us/img96/6350/urban
waste00146th.jpg'>Shot 13</a>
avatar rowleybob says: 14th March 2006, 12:52 PM
Some excellent detail work and props on this map!

+Hi-lift prop--excellent! How did you get the platform to stay level as it rose--seperate func_doors?
+Basketball court!
+Retaining nuts on columns
+static auto lift indoors
+broken/collapsed stuff--doors, walkway on top of truck--great!
+guard houses beyond the fence
+and lots of other stuff I'm probably forgetting.

Unfortunately, you stopped the nice detail with stuff like that, and the main body of the map was very boring, and seemed very unfinsihed to me.

The exteriors of the buildings are very dry textured and constructed, as well some of the interior stuff--those terrible wooden walkways in the tower!

Also, the edges where your map meets the sky are not very smoothly transitioned imo. You want/need to do your best to blend where the sky meets the rest of your world. This is often difficult to do, especially because of the wide open nature of this map--which also didn't help performance in many areas!

Some great elements, contrasted by some bad ones unfortunately. Again, your construction/use of props is great--your obviously very skilled at brushwork, judging by the sophistication of these.

So why not apply some of that skill to the rest of the map ;)
avatar Tetsu0 says: 14th March 2006, 16:57 PM
The Lift is actually a 2 part system. It took me about an hour to do. Its a func_door_rotating and a func_train

Runs via a multimanager when you hit the lift button.

It took some time to get the speed of the train to match the rotation of the lift.

I did run out of time. It was the competetion map and i started about a week into it. As of right now, im re-texturing some things on the map, im gonna full vis compile it. (right now its normal)
Smooth out the bugs.. maybe add some detail past the school, inside the school and whatnot. ALso fix the ugly lip you see in the back corner near the lift, where the sky meets the cliff face.

Special thanks goes out to Rimrook for helping me make these edits :)
avatar Captain P says: 15th March 2006, 11:25 AM
From the notes I made while running through this one (additional info is added between <>):
<br><br>
1. readme.txt...<br>
<Many compo entries lacked here, they either had a readme.txt or nothing at all. Use mapname.txt instead so your info isn't overwritten with each new map that uses a readme.txt>
<br>
2. Turn off the annoying sound! Subtility, please! Well, at least it isn't forgotten...
<br>
3. Looks fair enough to go with, but not really astoundishing. Note the ugly shadows and the inivisble barriers, plus some fairly simple buildings.<br>
<Rimrook pointed out some of the smaller detail thingies that could've been done better. I'd like to point at the overall design - it's probably too large and open to put in too much detail, but anyway, you should put some time on that before putting a lot of time on the smaller things. Otherwise you may well find yourself wasting time on details your map can't support, or doesn't need in the end just because you neglected larger things>
<br>
4. Don't know if this will play well, but play it will. Everything takes place in almost the same area, and that's probably a good thing... Nice use of height combat.<br>
<It's sort of an arena-styled map. Could be good fun, but I think you may want to spend some more time on map layout and design.>
<br>
5. Gameflow stings a bit though. Some ladders and area's are needlessly hard to get to. Almost as if this map is trying to keep me away from the fun.<br>
<Take that machine that puts you up on the roof for example - it's very very slow and cumbersome to use. Personally I like a map that encourages fast movement and allows players to take some cover now and then.
That's where planning comes in too - you wasted an hour on a cool-working machine that finally didn't improve the gameplay...>
<br>
Conclusion: Overall, a meagre map, but it'll probably play nice, due to it's one single arena-style, and the height differences.
<br><br>
Good luck improving this. :)
<br><br>
@Rimrook: Changed your 'links' to links. It's possible to use html here afaik. :)
avatar Jax says: 16th March 2006, 02:09 AM
Hmm Couldn't open ty.wad..

Did you forget to add something after the update?
avatar Jax says: 16th March 2006, 02:50 AM
Ok, just had a run through and took some notes...

- Texture alignment needed on many brushes
+/- I see you added trims like Rimrook pointed out but a few brushes still need them
+ Roofs!
+ Neat vents on roof
- Continuous annoying sound
- Argh! Too many blue crates inside
- The underground scrolling water texture just doesnt look right (I realise this is a complicated thing to pull off)
+ Basketball hoop
- Skybox issue
+ Nice entity setup for the lift
- Overused brick texture
-Sky doesnt really suit the lighting/lighting doesnt suit the sky
- Like Rimrook said, you should really rotate the bricks that have 'fallen' from the wall, they wouldnt all fall in a line like that.

Overall: A nice DM map with some sparks of idea but is still too bland.
avatar Tetsu0 says: 16th March 2006, 03:05 AM
The bricks.... That came down to me not wanting to get custom textures because I hate the HL ones.
Things in progress:
>> More Trims (School side of road)
>> Rotate / Re-align textures on Fallen Bricks.
>> Better Sky Transition
>> Modify Scrolling Water
>> Kill Ambient sound that plays everywhere. Stick in Ambients in Certain places. (Power Boxes, Water, Vents on roof)
>> IM KEEPING THE CRATES (unless they really are that bad)
>> Other... Stuff.
------------
Thanks for the imput Jax
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