This map is not for low-end PCs. Because of the sheer size of this map, there are many areas where wpolies exceed 2000, 2 areas where it exceeds 3000, and epoly is generally extremely high, especially if you use custom skins.Talk about pushing engine limits, and just the face count! I almost had to port it to Source after breaking so many limits during this map development.
Being started shortly after dm_utopium was released, "Blue Paradise" has been in development, on and off, for almost two years.
There's 2 "secret" areas in this map. It's not competely symmetrical in that sense.
Have fun and be sure to rate!
Video preview:
https://www.youtube.com/watch?v=l1ZAascvjaQEdit: Redownload if you downloaded this map before June 20th. This is the final release with minor fixes.
It ran perfectly on my computer, and I couldn't find any bugs with it, after a short playthrough.
I love the architecture, and the lighting (and those weird lamp things) The ambience wasn't too bad either.
The trees looked less transparent than they were supposed to, the textures themselves were surrounded by black, suggesting you had meant to render them as additive?
Need to check this out in a few hours.
Overall great architecture, lighting and texturing. The textures look beautiful and fit the theme perfectly.
I liked how you made the elevators have healing abilities, and emit sound (I couldn't have found them otherwise). Dunno if it's a great idea of not having any other healing options, but since there are quite a few healing spots, it might be OK.
Ambience was OK. I liked the feeling and surroundings of the highest parts of the map the most. Could have done something more in the lower part.
Couldn't find any teleporters or funch_pushables that Skals mentioned, maybe I wasn't looking hard enough. Also I couldn't figure out how to get to the top levels of the map from the bottom, if it's even possible that is.
And if it is, it should be more obvious.
The only thing I didn't like about this map was that it's darker areas are almost pitch black, and navigating through them is a pain. (Unless that's what you're aiming for, I suggest you raise the minimum light level of your map).
Awesome everything. Just how I like it. 4.5 stars.
It was around then that I found the secret garden and the Gauss gun. Wheeeeeee!
Having multiple destinations when you jump off the side is definately a huge improvement, and the teleporters in the map itself are seemless and pull off the effect I assume you were going for very well.
Architecturally, it's a lot more interesting and diverse than the original, although there is perhaps a bit of a lack of cover from above when you're down in the lower levels.
My main concern is that there aren't enough standard weapon pick-ups. Guns like the 9mmAR and shotgun should be far more numerous. (Shotgun won't be imbalanced because the map is so open.) Deathmatch is really dull when you're running around with a pistol competing with players who have had time to get better weaponry.
Overall, a worthy sequel, and quite likely to end up the first sequel to an existing motm to claim the prize again.
P.S - Is there a long jump module?
P.P.S - Spag clearly didn't spend enough time with it.
If you didn't find the rpg, either, there's two behind the the two edge towers. You can pick them up by jumping around the trims. You don't need the gauss to get anywhere special except the extra ammo stash at the very top of the map.
I'm not sure how I could place any more ARs and shotguns without getting spammy, though. The grassy floor has 2 shotguns, the level above it has 2 ARs and 2 357s, the level above that has 2 ARs, and the top level has 2 ARs and 1 shotgun. Unless you spawn on the side platforms, there's always either a shotgun or an AR fairly close by.
(seriously, tell me how I could. I can make some minor changes like that before the release on FPSB)
Ah, finally found those teleporters. Never really reached that place on my first play. And kinda forgot about it.
++lighting looks nice and contrasty, just how i like maps.
++effects (transitions through those little doorways are soooo cool.)
+/-texturing is fine, but repeatative having the same one on all the toweres. Plus those neat jutting trims you have should be textured differently imo to make them stand out--you can't appreciate nice brushwork if it blends in and you can't see it!)
++your layouts are always so nicely complex and good
+/-ambience: the rushing sound is good but it needs more imo
++no fps lag at all for me for such a complex/big map.... great work!
Lets get this on the server and play!
I only ran through quick, but if we get it on a server i'll provide more comments, plus i see there is a lot more cools stuff in this map i didn't see on my run-through from the other comments... again, great work!
*****
Great looking map, a little hard to get around but once you get used to it I'm sure it's fun to play.
I'll fix it when I get back
I just mention that cause the way I play, i could see myself backing into those teleporters often and getting stuck. But like you say, it's unavoidable.
Still, I had a run around the map. I prefer maps that are a little more linear, but if I let my preferences cloud my judgement, I wouldn't rate this map fairly.
In summary, very nice.
EDIT: I found it a little difficult to get out of the bottom area with the trees. Also, it feels like a map that should have a least a LITTLE lower gravity to me...
how do i play"
1. Place the .bsp file in your Half-life/Valve/maps directory
2. In the HL console, type map Blueparadise or whatever the bsp is called. Press enter. OR:
2. go into multiplayer, select the map from the map list.
3. Please do not rate maps you haven't played.
WC, I'm gonna try downloading this one more time. It looks good, but the ZIP is always corrupt.
EDIT: Nope, corrupt...Any Ideas why?
EDIT: size on disk: 40kb.
Not even the mighty 7-zip can open something that corrupt.
Try downloading it in a different browser.
@JeffMOD:
Firefox | Chrome | Safari | Opera
Ambience and the enviroment (with the new sky) was neat.
Teleporting the player after they fall was also a nice idea, it provides some tactical gameplay. I really liked it.
However, map seemed almost same at every place. It was hard to get to know the map, was a bit confusing. And I can hardly see where the weapons are placed. Maybe some of those pink orbs can be placed on the weapons to make them more visible to players? When falling from some of the towers (anti-gravity tunnels) the descend is really slow. It's really a good idea but it might frustrate some players.
I also got stuck in an infinite loop with that dark fading tunnel you made with the teleporting when I tried to enter it backwards. So you cant face your chaser when you enter that one.
I think this could have been a great single-player map instead of DM. But the ideas used in the map convinces me to rate it 5. Good work.
I've found rpg, longjump and both secrets
It is also way too easy to avoid your enemy via hiding or constantly jumping out of the map.
4 stars.