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Rooms_Tetsu0

Map Vault > Completed Maps

map screenshot

star star star star star
(1 votes)

[More Screenshots]

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By Tetsu0 (See more)
9th January, 2009

Half-Life
456.24KB - RMF, BSP
2011 views
588 downloads
6 comments

Last edited: 14th January, 2009

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Made for the community project - Rooms
Final Version.

Comments

avatar Striker says: 9th January 2009, 10:20 AM
What can I say... I like it !
avatar JeffMOD says: 10th January 2009, 12:26 PM
Nice, by the screen. I'll give my comments when I play it.
Okay, A few suggestions:
1. Make the ("Fax" brand? not sure if that was intentional) Floor wax metal instead of glass, kinda ruined the illusion for me, it looks plastic or metal to me.
2. Turn the fence into a func_illusionary and put a clip brush around it, I think players will probably have guns by then.

All in all, it was nicely done! Good rock walls, nice terrain, perhaps a few too little textures, but we have no idea how many everyone else in a given map will use, so that's good for the compiler. I like it.
avatar Tetsu0 says: 10th January 2009, 12:59 PM
Thanks JeffMOD. I'm working on detailing it a bit more and throwing in some new textures.
avatar JeffMOD says: 11th January 2009, 11:06 AM
Great! Just need clipping for the trees, and you're done!
avatar ATDestroy says: 14th January 2009, 08:09 AM
I saw this when it was the previous version, and it looked like it had great architecture.

I'll have to check it out when I get home today.
avatar Captain Terror says: star star star star star 18th February 2009, 05:50 AM
I know you said this is the final version, but i'll give my suggestions anyway if you ever feel like going back.

I'll start by saying that a lot of skill went into making this map. The general design, those nice cuvers stairways, arches and some nice detail make this a nice map to look at. The outlying terrain was also very impressive, and fit the theme well.

The cutscene was an inventive way around the keeping the playable area "room-sized" and still being able to appreciate the detail and twists/turns of the map--and i'm surprised more people didn't use them. That said, i think the whole effect of the cutscene could be vastly improved with a little tweaking:

-Start the camera motion from the point of view of the player. From there, there are all types of neat things you could do. Go high, showing he 3rd person view of Gordon(like you did at the end), pan out fast and zoom back in at neat areas, or keep it like you have it, which reminds me of the CS framerate test.

-Make sure the cutscene reflects the "more neater" parts of your map. As it is it takes kind-of a boring course, and leaves the prettier parts of the map out. (i would definitely include those pretty stairways and arches as a start)

-final suggestion for the cutscene, i would put some moving props/machines/gadgets in the camera's view path, to give some neat "bonus material" to look at while on your camera trip. A few quick suggestions: Do a goldsource take of the the valve burning-and-then-exploding barrel, rotating radar dish, sentry cannons, func_tank security cameras, machines with sound, flickering lightbulb, etc.

Anyway, this is a very well-made map and another great entry for the rooms project. 5 stars for the time and skill put into this map, even if the finished product could use a little more "finishing" imo... = )

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