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Map Vault > Completed Maps

map screenshot

star star star star star
(8 votes)

[More Screenshots]


By Soup Miner (See more)
27th September, 2007

Half-Life: Deathmatch MOTM Winner!
Hosted Externally - BSP

Last edited: 1st July, 2010


--- Map of the Month : September 2007 WINNER ---

Utopium = Utopia + Elysium
A utopia is an imaginary place of absolute perfection.
Elysium was the common utopia of the Greeks. This map has nothing to do with Greece, I just like the name :D

R_speeds get way up there. I mean WAYYYYY up there, and I apologize for it. Epoly soars through the roof as well, if you use custom content. Consider yourself warned. This definitely isn't a map for lower end PCs.
Ingame credits can be found as an illusionary near the very back of the map, facing toward the front.


avatar Mushulous says: 27th September 2007, 04:19 AM
Looks good, dling now.
avatar The Mad Carrot says: star star star star 27th September 2007, 07:22 AM
That right there, is pretty darn cool! Very Rimrookish!

Great ambience.
Great theme.
No lag on my machine.

If i still had my HL1 server, i would definitely put it on!

Good job.
avatar FresheD says: star star star star 27th September 2007, 09:56 AM
I'm not really a fan of these types of maps, as in, that 'rimrookish' style. However, I can't deny the fact their beautifully made, but unlike maps from Rimrook, this one seems like it'll actually have decent gameplay! (And all you Rimrook fanboys, stfu plz..)

It's basicaly a killbox, but in a good way..
Weapon placement is decent I guess, I don't know about that RPG up top, seems like a nice camping spot, everyone coming up gets a big fat rocket in their face..

I like the simpelistic architecture combined with the 'quiet' lightning, it gives the map a natural charm. I like the ambience aswell.

Overall, I like this map, it isn't the best around, it isn't top notch, but it's most certainly above averange. 4 well deserved stars! :)
avatar Rimrook says: 27th September 2007, 10:17 AM
definitely checking it out and restocking my batman-belt with more anti-fanboy spray.

I'm well aware of the gameplay issue in my maps. I've read some books about it to help with 6D. But you'll have to wait.
avatar Taylor says: 27th September 2007, 13:56 PM
Well, this map has been in the works for a while, and it sure has that feel to it. It's a great piece of mapping.

The textures are beautiful, sharp, and perfectly aligned, maybe the wall of the main building could be a bit more detailled, but all in all it's allright. The curves are nice, and simply loved that holographic, moving ring thing. That fall-and-don't-die-instead-get-RL stuff was strange at first, but it makes the gameplay more fluid, so it's ok. (I can imagine everyone diveing for the RL :)) The ambience is also great, it makes the map more surreal. The elevators are also cool, but can give some unfair advantage, since they're not so fast, a few grenade throws can be lethal there. However, the map is very open, and if someone stands still, and starts to throw grenades in one spot, someone is gonna gun his ass, so that won't happen often :)

Overall: Great work. This is gonna be a nice map to nail each others asses with my friends.
avatar Soup Miner says: 27th September 2007, 13:58 PM
Elevators? What elevators?
avatar Taylor says: 27th September 2007, 14:00 PM
Those narrow tubes with blue sprites in them.
avatar Soup Miner says: 27th September 2007, 14:04 PM
Oh, those aren't elevators, they're func_pushes :P You confused me a bit there.
avatar ATDestroy says: star star star star 27th September 2007, 16:34 PM
What can i say? this map is great, too bad im not a huge fan of half-life multiplayer. As was said before, the architecture, lighting and ambience combined to make an awesome map.

btw, this killed my map test computer, i had to move it over to my mapping computer (which is about 3 times faster) just to play it ;)
avatar Rimrook says: star star star star 28th September 2007, 10:12 AM
Very nice. Lighting was really nice, lots of effort was shown to complete this. I was almost expecting to see another tower on the other side of the map, kinda like a glorified 2fort.

one thing i may say is that the tower is a little hard to get to the top. I had fallen off once and it put me up there.

The gravity lift things were a cery cool idea to move players straight up and down without much trouble.

But like the rest of us, i wish i could play it on a server and see how it fares.

also, very nice textures ;)
avatar zeeba-G says: 4th October 2007, 23:37 PM
This map is very much like rimrooks mapping and not just his textures. Other than that, its a great map. I myself dont like everything in a map to be so "symmetrical" but it looks good. I was planning a dm map with a huge structure myself but I dont know if ill ever get around to it. The ambience you chose really complimented the mood and color tones well. By the way, is that room at all like yours because if it is, "you really like to read" lol. And nice teleporting effect..done with that square room above the map maybe?
avatar Soup Miner says: 5th October 2007, 01:07 AM
The square room above the map just holds the ambient_generic that constantly plays in the background. For global sounds, I've found that it's best to put them as far away and central to the player as possible to minimize being heard from right to left, depending on what direction the player faces.
avatar vs49688 says: star star star star star 14th October 2007, 02:55 AM
bloody good map. love the lighting, architecture and ambience.
avatar computergod666 says: star star star star 18th October 2007, 14:27 PM
Amazing. This map rivals some of the Halo maps for architecture, realism, and surrealism. I like the way you used func_pushes for elevators, but I would suggest that you make it more obvious that they are elevators, for example: put in a non-solid func_conveyor with a good scrolling texture. One thing I REALLY want to know is: what did you make the push speed for the func_pushes? I've tried making this kind of 'elevator', but I always have to make two: one that pushes you fast enough to go up (push speed 1000), and one that is just slow enough to allow you to get down safely from any height (push speed 500). Also, the top of the elevator tubes should be rounded, so the player gets pushed out of the tube, instead of hitting the top and falling back down. Another thing that's been irritating me is that room at the top of the tower, that has a circular door on either side. How do you get to that room? I've tried jumping from the platform with the rocket launcher, I've tried air control, rocket jumping, and cheats (which, unfortunately, don't work in multiplayer mode), and I can't get to it.
avatar Daubster says: star star star star star 22nd November 2007, 09:48 AM
Great stuff. Well-deserved MotM. :)
avatar Captain Terror says: star star star star star 1st May 2014, 03:35 AM
Holy crap this was fun playing on Archie's server! =P

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