sol_arena

Half-Life: Deathmatch HLDM
sol_arena by Taylor
Posted 18 years ago2006-03-15 16:02:26 UTC • Completed • Half-Life: Deathmatch
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Name
sol_arena
By
Taylor Taylor
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
18 years ago2006-03-15 16:02:26 UTC
Updated
18 years ago2006-03-15 16:02:26 UTC
Views
3628
Downloads
964
Comments
15
Rating
4.50 (2)
Reviews
0
full star full star full star full star half star Download (679.18kb)

This is my compo entry...well, at least it recieved a special mentrion. Whatever, I didn't had much time for it, so it became a real small map with lots of weapon and ammo, with quite fast gameplay. It's a compressed version of the Unreal Tournament map "DM-Tempest". I've used the textures of the map, and in a few places the architecture too, but it also has a piece of my own ideas. Hope yall gonna like the lights, coz I put some work in it...guess thats all...so, please test it!
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By the way...wtf is this supposed to mean??(written by the HL console) couldnt exec config.cfg-I tried to reinstall the game, but it didn't help...winxp just thought one day, that it dosen't want to run the game properly, and it woludn't even let me configure the controls, so I can't even move:P...had to make the screenshot under win98...grrr

15 Comments

Commented 18 years ago2006-03-15 17:14:39 UTC Comment #11241
I loved DM-Tempest so I will definitely test it when I get the chance.
Screenie looks nice btw.
Commented 18 years ago2006-03-15 19:09:14 UTC Comment #11245
Some really nice stuff! I'm glad I didn't have the job of juror on this compo, because it must have been very tough!

Beautifully constructed/textured/lit rooms, and quite imposing/scary imo. I can't stress that enought, the rooms looked really great! I think my fav was the one with the red lighting.

Layout is a bit comlex, but it works because it's so small. Kudos to you for how you interwove the floors together.

Use of different color lighting and sprites looked really good.

Now the complaints... The lifts were a bit of a distraction, as I kept fallin to my death! Maybe an up/down lift right next to each other might do the trick?

The three light rays or whatever kind of rays looked neat, but I think they might look better a bit more transparent. Still looked really cool though.

Weapons: Not enough of them imo, but not a huge deal.

All in all great work and a great contender.

Great work!
Commented 18 years ago2006-03-15 22:28:28 UTC Comment #11248
Clip the windows by the way, I took a, ahem, "leap of faith" straight out of them. :P

And yeah, it was extremly hard to judge.
Commented 18 years ago2006-03-16 08:27:00 UTC Comment #11263
Woops, thought that the holes were small enough to keep you inside....I'll check it. (btw I usually don't try to jump out of windows:))
Commented 18 years ago2006-03-16 15:47:52 UTC Comment #11274
Can't remember that map in UT actually..

Anyway, this map is pretty nice.
I'm not going to rate, because I do find this map a bit unfinished.
By the way, in the red room, I could jump out of the window.
Like Ant said, clip the windows!

I simply love the lightning, could you please tell me how you did those fuzzy funky lights? The ones seen in the screenshot on the ceiling.
Are those sprites or something??

This map needs a bit more weapons by the way.
Commented 18 years ago2006-03-17 15:49:50 UTC Comment #11286
Yep, they are sprites. The trick is: set the render mode to glow, and the render fx to constant glow-that way they won't fade out. I also rescaled it to 3 times bigger than normal.
Commented 18 years ago2006-03-17 19:31:17 UTC Comment #11287
pretty kewl map but those 3 lights definetly are too bright. Also, too much light comes through the windows being that its a night map but i cant realy complain being that I do that myself sometimes.
Commented 18 years ago2006-03-20 10:54:26 UTC Comment #11314
Very cool. Feels like Unreal. NICE!
Commented 18 years ago2006-03-20 14:44:11 UTC Comment #11316
I love old skool maps. :D

Try cleaning up the trims and clipping the windows. Also might that the whole outside is being drawn. I think it was sky boxed or something. The first thing i did was fall out the window and was forced to restart.

Tweak these and you have a very nice and deserving 5 star map, by my rulebook.

/luffingolskoomaps
Commented 18 years ago2006-03-20 14:44:24 UTC Comment #11317
whoops, forgot to rate it :|
Commented 18 years ago2006-03-20 16:57:41 UTC Comment #11318
Thanks for that 5 stars...cool, especially from a guy named Rimrook:)
Commented 18 years ago2006-03-25 07:07:10 UTC Comment #11346
Hmm, I'm late with this map but here are my comments, made while judging the map:
  1. Wadinclude please. It's easier to distribute that way and using the -wadinclude parameter only puts used textures from the specifiec .wad into the map, so it's probably smaller as well.
  2. Interesting look, feels Unreal. Nice use of colored lighting, too.
  3. Weapon placement feels a bit too uneven spread, item placement looks ok. Some weapons and items were put on stacks, I mean, very close to each other in niches, while the long hallways lacked weapons a bit.
  4. Nice use of vertical combat, but most of the map doesn't take advantage of it. There's 2 or 3 places where you used this and those were the area's I think will be most interesting to fight in.
  5. Feels like it's mostly corridors, combat is probably not very focussed. And with so many corridors, why isn't there a longjump? Corridors were too long and I think combat in those 'vertical' area's is much more interesting, so I would've cut down on the number and length of corridors and increased the amount of such combat area's.
  6. Lacks sound. Some sounds can get annoying quickly so this wasn't the worst map in terms of sound, but a little ambience would be a nice extra touch.
Nice impression, but probably just average in gameplay. Too bad, as it has a solid style.

TECH STUFF (meant as advice):

  • Compiled with old tools? -> switch to Zoners or more recent (sky wasn't auto-clipped?)
  • Skyboxed. Absolutely no need for that, not skyboxing will save compile time.
  • Small objects like light fixtures -> func_walls. Saves compile time. Also improves performance, though just a little bit.
Score: 7/10
Commented 18 years ago2006-04-16 06:13:59 UTC Comment #11513
DM-Tempest was my favourite map of all time, probably even now. Will download this and check it out soon
Commented 18 years ago2006-06-01 12:08:36 UTC Comment #12096
Tested a Bunch of maps from TWHL yesterday.....This is My Favorite so Far.Runs Great and has a Nice feel to it.Think it will be fun with 4 to 6 players,maybe even more.Added to My Dm Server.Great Work
Commented 18 years ago2006-06-12 08:46:03 UTC Comment #12201
thnx

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