DM_VoidTemple

Half-Life: Deathmatch HLDM
DM_VoidTemple by monster_urby
Posted 10 years ago2014-05-25 19:14:52 UTC • Completed • Half-Life: Deathmatch
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Name
DM_VoidTemple
By
monster_urby monster_urby
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
10 years ago2014-05-25 19:14:52 UTC
Updated
4 years ago2019-12-18 14:40:21 UTC
Views
2921
Downloads
730
Comments
10
Rating
5.00 (4)
Reviews
0
full star full star full star full star full star Download (3.35mb)

DM_VOIDTEMPLE
An HLDM map
By URBY
WWW.TWHL.INFO
LORE
Caught in between dimensions, the Temple of the Void is believed to have once been a place of worship, likely built within the floating city of Urbanebula. It is unknown how this holy place became so lost, nor how long it has been or will continue to be. In its current state however it seems that it has found a new purpose; pulling in the souls of those who have also lost their way, tempting them with the illusion of a safe haven only to thrust them into violent and bloody combat with one another. It is said that the victor of these brief skirmishes is then carried off on their way to the afterlife, the remaining souls absorbed into the Void Temple to power its lanterns and teleportation fonts for all eternity.
INFO
Build Time: 10 days on and off
Final Compile Time: 5 minutes
Custom Models: none
Custom Sounds: one (from blue-shift)
Custom Textures: Yes, several.
THANKS
Valve - for making all of this possible in the first place
TWHL - for support, feedback and just being downright spiffing
Archie - for being patient while I worked on this and not The Core over the past week
NO THANKS
Archie (the cat) - for jumping on my lap twice during the construction of this map, one time actually putting the computer to sleep and almost losing 2 hours work.

10 Comments

Commented 10 years ago2014-05-25 22:08:15 UTC Comment #20601
Excellent map, Urby.

The whole map makes use of few textures with the same color scheme, thus making the colourful teleporters stand out as the main unique tools of the map.

And seeing where you are going to be teleporting was also a nice touch, helping new players getting to know the map a faster instead of them having to explore every part of it.

I believe it should also play well, the gun placements look solid and gravity + gauss on an open map is always fun.

Only complaints I have are that the teleporter seems a bit buggy. It repeatedly activates the sound while you are standing inside it... thus making it easy to abuse and annoy other players.

The ambience is a bit boring, triggering a few alien sounds in the distance should provide a more dynamic ambience.

In conclusion, great work! (:
Commented 10 years ago2014-05-25 22:57:07 UTC Comment #20602
I like this a lot! It reminds me of some of the best Elite Force maps which were a total blast to play.
Great theme, great design, great Scott!

Great.
Commented 10 years ago2014-05-26 20:46:13 UTC Comment #20603
Having now played it on a full server, I would suggest getting rid of almost all conventional weapons and making it a much more gauss-centric map. Like, almost every weapon drop should be a Gauss, with possible exceptions being crossbow and RPG
Commented 10 years ago2014-05-26 22:56:03 UTC Comment #20605
The center area needs a lot of work. And the towers don't have much purpose unless you've trecked from the middle of the map just to bring the crossbow.

I like how you can crouch behind every railing for cover.
Commented 10 years ago2014-05-27 05:25:44 UTC Comment #20606
A screenie gallery would be nice, but it looks very Rimrooky from the pic!(A compliment of course!) ;P

I needs to get on the server to check it out! When do you guys normally play?
Commented 10 years ago2014-05-27 13:26:02 UTC Comment #20607
This map is finely crafted with exquisite care and attention to detail.

Love it.
Commented 10 years ago2014-05-28 13:28:55 UTC Comment #20608
@Dimbark: I didn't want the crossbow to dominate the map from the tower so if you want to get up there and snipe you need to work for it. That's also why neither of the towers can see more than 50% of the map.

@Archie: Not a bad idea... Hmmm...
Commented 10 years ago2014-05-30 20:30:13 UTC Comment #20609
Looking good. Reminds me of quake maps. The soft, blueish light makes it really easy on the eye and compensates for the obnoxious, dark background. The default HL light textures don't do this map any justice :P
Btw, any idea on how to make a beam fade at both ends?
Commented 10 years ago2014-06-01 14:10:55 UTC Comment #20610
Does checking the box for both ends not work? :P
Commented 10 years ago2014-06-01 19:37:03 UTC Comment #20611
Nope, it fades the beam at the starting point only. I've been placing 2 beams that meet at another entity in the middle of their distance to get the effect i want; extra entities, but i guess that should do it for now. Oh well...

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