Check out Half-Life Re-imagined competition results!
Check out Skewing textures in Hammer, our newest tutorial!
Welcome, ellen123, our newest member!

logo

Site Stuff

Reference

Maps

Community

ShoutBOX

Poll

Feeling Blue

What's your favourite shade of blue?

Azure

15

Cobalt

32

Turquoise

10

Cyan

11

Royal

9

Teal

3

Onliners

9 mins

Solokiller

13 mins

potatis_invalid

43 mins

Instant Mix

49 mins

olograph

1 hours

JeffMOD

1 hours

Windawz

1 hours

The Mad Carrot

Affiliates

A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

burningoffice

Map Vault > Completed Maps

map screenshot

star star star star star
(1 votes)

[More Screenshots]

Avatar

By Dimbeak (See more)
8th March, 2011

Half-Life: Deathmatch
766.14KB - BSP
2233 views
362 downloads
9 comments

Last edited: 10th March, 2011

download

One of the maps I've taken a bit more seriously, but rushed at some parts, such as the cargo hold, or the walkway over the cargo hold. However, though it is small, it has many different areas characters can sneak around in or hide in.
I would like to confirm this is the first serious map, and I hope that you like it, and anything you recommend will be use. Thank you.

Mod edit: Replaced the pointless screenshot (bmp!) from the zip file.

Comments

avatar Suparsonik says: 9th March 2011, 00:05 AM
"will be use"? lol I think you mean "will be useful"
avatar The Mad Carrot says: star star 9th March 2011, 14:55 PM
Ok, first of all, this would be great map for singleplay, but for deathmatch, it really won't play well. Here's why:

1. Dead ends. Deathmatch maps should never have any dead ends in them. There's just no flow.
2. Annoying doors. Not very common in deathmatch maps either. Either keep them open or remove them.

I've also noticed that some of your brushes seem to split up other brushes. This is called facesplitting. This happens when, for example, a solid brush like a wall poster touches the wall behind it which is also a solid. This is easy to fix: Turn the poster into a func_wall or a func_illusionary. Note that illusionaries are nonsolid and that players and bullets pass through it.

On the map screenshot above, you see all kinds of junk on the desk. You want to func_illusionary all of them (except the box). This fixes all the facesplitting on the desk and it's easier for players to jump over it to go behind the desk.

There are some things you don't want to make illusionaries. Larger objects like the chair, the light fixtures and other "larger" detail objects are better func_walled. This also fixes facesplitting but they'll still block the player and bullets.

Im giving you 2 stars for now. If you fix the things i've said, you'll get more. :)
avatar Suparsonik says: 9th March 2011, 17:58 PM
He still uses carving, yet we have told him NOT to do so.
avatar Dimbeak says: 9th March 2011, 18:04 PM
Thanks for the tips Atom.
avatar The Mad Carrot says: 9th March 2011, 18:11 PM
No problem, and don't use the carve tool. It's bad.
avatar Skals says: 11th March 2011, 04:33 AM
Don't tech him lies atom! Sure the carve tool can provide you with problems, but when creating some complex objects where vertex cannot be manipulated, carve tool can come in handy.
avatar Dimbeak says: 11th March 2011, 11:24 AM
8D
avatar ThatGuy4878 says: 24th March 2011, 18:33 PM
There's only one spawn point!
I tried playing this map with HPB bots, and there was nothing but spawn-frags. Add more spawns, plz :D
Other than that, it is a cool map, but I agree with The Might Atom. The doors are annoying XD
avatar Huseyn26 says: 20th May 2011, 12:07 PM
may be this is singleplayer map?but the game is HLDM.
You must be logged in to comment.