Streetlevel Remake 1.01

Half-Life: Deathmatch HLDM
Streetlevel Remake 1.01 by Xylem
Posted 12 years ago2012-01-29 06:45:22 UTC • Completed • Half-Life: Deathmatch
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Name
Streetlevel Remake 1.01
By
Xylem Xylem
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP, RMF/VMF
Created
12 years ago2012-01-29 06:45:22 UTC
Updated
2 years ago2021-12-29 01:11:43 UTC
Views
2531
Downloads
752
Comments
5
Rating
4.33 (3)
Reviews
0
full star full star full star full star half star Download (10.16mb)

Streetlevel was my first released map, and as always my worst. I unleashed this bug fest on April 2nd, 2011. Despite the flaws, it was well received. I was contemplating whether or not to remake Streetlevel. I finally came to the conclusion that it was needed. There are many new additions visually and gameplay wise. I added back a few sections and items that were originally scrapped from the first(due to the limits I hit). After about 4 months of work I hope you enjoy Streetlevel!

*Note:

Updated to 1.01, includes some small fixes and additions.

*2021 Notice:

Updated URL

5 Comments

Commented 12 years ago2012-01-30 00:55:26 UTC Comment #19779
Good.
Commented 12 years ago2012-01-30 00:55:58 UTC Comment #19780
Very well put together, and extremely interactive (I'd say it's on the same level as Axl's old TFC maps), but laggy as hell.
Commented 12 years ago2012-02-01 05:14:43 UTC Comment #19781
Yay the updated download package worked flawless for me, thank you ;)

My biggest overall impression for this map is, it is probably the most well done, biggest, most detailed city/town i've seen done in half-life, period. Great work sir! That is however, not all i have to say..

You spent a lot of time making the city look pretty. If you are looking for constructive criticism, one thing i would say is focus more on consistency. For example the train station is beautifully detailed inside and out, but the the arcade, while pretty great on the outside, is dismally textured/detailed on the inside. In a nutshell i would try to limit access to the areas that are under detailed, or go back and fix them up.

Texturing: Along with the 2d sky which is really bad btw, you could boost the awesomeness of your map very easily by using some fresh textures, or tweaking what you have. The nice thing about a really good texture is that you can place it on a flat wall and it will look great, without any detail brushes in many cases.

I did not check wpoly since it ran pretty good for me, but i'm sure there is room for optimization in this map. one possible thing would be keep certain interiors of building isolated from the rest of the map to improve performance, by making a maze of visblocking walls at the entrance to say, the strip club(If it were accessible), so the wpoly from inside would be independent of outside, thereby increasing your performance inside and out.

You can also use trancelucent brushes to achieve this effect, as vis can not penetrate them, but the problem arises when you walk through, you get the hom effect. If you could find a trick to hide this, could help you.

Pm me if you are interested in more optimizaton ideas for this.

Really great map sir, though i was a bit disappointed to not be aloud inside the strip club! Great work as always from you.

EDIT: going through again, i feel the wpoly are VERY LOW for the size and level of detail of the map. It does top out at 4000 in the worst places, but is under 1800 in many, which is pretty astonishing. Good work.
Commented 7 years ago2017-04-30 18:19:43 UTC Comment #20973
"This site can't be reached"
Commented 2 years ago2021-12-29 01:14:55 UTC Comment #103922
Thanks for pointing that out, can't believe this still linked to my very first homepage URL. Fortunately, you can upload bigger files on TWHL nowadays, so I did just that.

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