It was my first attempt with a real map. It has very simple and easy-to-make architecture, yet it's loads of fun to play. It took me only two days to construct.
So if you want to practice with some basic architecture and gameplay, check it out as an example.
Commented 20 years ago2004-11-21 15:41:58 UTC
in vault item: Small battle 2Comment #5134
The layout of your maps so far doesn't take advantage of the 3D environment of Half-Life. It's formatted more similar to the video games from the era of Pac-Man and Pong.
You already grasped the basics of making a room and placing entities, so I think you're ready to make more complex maps with real rooms (i.e. windows and doors and furnitures) and some architecture.
A large open space just doesn't do justice to the beauty of the 3D world that Half-Life provides.
Commented 20 years ago2004-11-15 15:39:42 UTC
in vault item: Two TowersComment #5059
Indeed, more true words of wisdom from Captain P. I'll take all that into consideration once HL2 mapping gets rolling.
I did, however, provide the player with grenades in the beginning of this map. My original intent is to use them to clear the grunts waiting downstairs and also throw it across to the top of the other tower to eliminate the grunts with the RPG ammos.
With a well-thrown grenade, I could usually wipe out both of the grunts in the neighboring tower using just one grenade. It takes some practice and skill to lob the grenade accurately, but that's the challenge and fun of it.
Commented 20 years ago2004-11-14 20:08:30 UTC
in vault item: Gunz And ScienceComment #5052
Don't take the comments too personally. I know people tend to be pretty blunt about their opinion. But reading the comments is the best way to learn from more experienced mappers.
I think you put in a great effort, and I just know that your next map would be even better.
Commented 20 years ago2004-11-12 16:00:49 UTC
in vault item: rw_shotie1Comment #5024
No one will bother downloading your stuff unless you have the courtesy of putting up a screenshot. If you don't care enough to do that, why would anyone else care about your map?
Commented 20 years ago2004-11-08 16:52:54 UTC
in vault item: Two TowersComment #5001
Thanks for the input, Saco. But I am not sure what you mean by "blocks". I've already put in barrels and other objects that won't explode as effective barriers against AR and shotgun bullets. As far as dodging grenades, you'll just have to be alert and be light on your feet.
The towers provide interesting shelter from incoming fires. Shooting those explosive crates through those slit-openings in the cement walls can be an effective strategy against the opponent. I've used that method to kill off grunts in the SP version of the map.
Commented 20 years ago2004-10-26 10:07:05 UTC
in vault item: EscapeComment #4753
What's your other identity in TWHL? Obviously, you are a veteran mapper and an expert one at that. In addition, I can almost smell the influence from "Escape from Black Mesa" and my Museum map in this one.
Commented 20 years ago2004-10-22 12:50:30 UTC
in vault item: Museum LockdownComment #4700
You've reached the end when you exit the musuem, and then everything fades to black.
It's not too long. When I played it, it usually takes me less than five minutes to complete. But of course, I know all the secrets and locations of the grunts.
I would estimate that it should take less than fifteen minutes to go through for a new player.
What did you map previously? Because this can't be the work of a new mapper.
http://cariad.co.za/twhl/mapvault_map.php?id=2163
It was my first attempt with a real map. It has very simple and easy-to-make architecture, yet it's loads of fun to play. It took me only two days to construct.
So if you want to practice with some basic architecture and gameplay, check it out as an example.
You already grasped the basics of making a room and placing entities, so I think you're ready to make more complex maps with real rooms (i.e. windows and doors and furnitures) and some architecture.
A large open space just doesn't do justice to the beauty of the 3D world that Half-Life provides.
However, it annoys me to no end when people rate your map but leave no comment. How can you learn what they're thinking if they don't say a word?
You deserve better. Someone please make a comment. Or else don't even rate the map then.
I did, however, provide the player with grenades in the beginning of this map. My original intent is to use them to clear the grunts waiting downstairs and also throw it across to the top of the other tower to eliminate the grunts with the RPG ammos.
With a well-thrown grenade, I could usually wipe out both of the grunts in the neighboring tower using just one grenade. It takes some practice and skill to lob the grenade accurately, but that's the challenge and fun of it.
I think you put in a great effort, and I just know that your next map would be even better.
I like Barney. He's a nice guy. Don't shoot him!
Enjoy, and try not to die.
Something must have necrosed the neurons in my occipital lobe or optic chiasm.
Look at this guy, littering the vault with worthless maps without screenshots. I believe some punitive action is called for here.
Do you have to ask your mommy first before you can post one?
The towers provide interesting shelter from incoming fires. Shooting those explosive crates through those slit-openings in the cement walls can be an effective strategy against the opponent. I've used that method to kill off grunts in the SP version of the map.
Regardless your identity, you are a talented mapper.
There is a hint to the location of the exit now. And there is a kick at the end that was lacking before.
Hope you like the new version.
It's not too long. When I played it, it usually takes me less than five minutes to complete. But of course, I know all the secrets and locations of the grunts.
I would estimate that it should take less than fifteen minutes to go through for a new player.