dm_hydroelectric

Half-Life: Deathmatch HLDM
dm_hydroelectric by Jessie
Posted 7 years ago2017-03-02 00:00:23 UTC • Completed • Half-Life: Deathmatch
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Name
dm_hydroelectric
By
Jessie Jessie
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP, RMF/VMF
Created
7 years ago2017-03-02 00:00:23 UTC
Updated
6 years ago2018-06-02 14:14:44 UTC
Views
7347
Downloads
1309
Comments
17
Rating
4.17 (6)
Reviews
0
full star full star full star full star half star Download (2.5mb)

My entry for Competition 34 - Half-Life Re-imagined. Shouldn't be hard to guess which map it's a remake of!

I'm calling it done, unless something particularly untenable is brought to my attention.

Hope you enjoy!

*** Updated to version 1.0.3.

*** Now includes the .VMF file!

17 Comments

Commented 7 years ago2017-03-02 02:09:18 UTC Comment #18439
Note that I've encountered some weird clipping issues in the past in unassuming locations on the terrain, where you'll just move into the floor for no reason. I've fixed the ones I've found, but let me know if you bump into any more.

Revision one will include:
  • Fix the rather bad clipping issue between dam and first tent
  • Add ichthyosaur, because Zeeba told me to (won't show up unless mp_allowmonsters is set to 1)
  • Move blocked spawn near rock overpass
  • Add a trim to glass on underwater tunnels
Commented 7 years ago2017-03-02 05:27:54 UTC Comment #12179
Revision one uploaded.

Revision two will include:
  • Realignment of some badly stretched textures
  • Re-place the other longjump module, because apparently that's not there anymore
  • Fix clipping error to the right of smaller tent that causes you to fall out of the level
Commented 7 years ago2017-03-02 07:56:55 UTC Comment #12180
Apparently I can't delete these comments. Oh well.

Revision two uploaded. Readme now states version number (1.0.2), so check it if you're not sure you've the latest version.
Commented 7 years ago2017-03-02 15:07:11 UTC Comment #18449
Great job Jessie!

I really like the idea about this map.

+ Huge map with much stuff to explore
+ Cool use of the Apache :D
+ I love the underwater part with the flooded building and the glass pipes
+ Ambience is sweet, feels like a real hl1 map directly out of the sp.

- Weapon/Item Placement is awfull for DM. ( as example: corners with 5 Batterys.... never do that, 2 Batterys in a corner is good to go )
- because of the water and the high wpolys the map felt a bit laggy, maybe the engine has troubles with such big scaled water brushes, try using a normal brush with water texture, it will block vis too, or use water without waves to test if fps/ms getting better.

4/5 Stars for you :)

contra:
Commented 7 years ago2017-03-02 15:19:11 UTC Comment #18465
Weapon and item placement is something I'm fully willing to hear suggestions for. I can't say I have a whole lot of experience with it.
Commented 7 years ago2017-03-02 19:07:20 UTC Comment #18466
This is a masterpiece. I will do a more in-depth review after a proper game, but from running around earlier, this is wonderful.

I agree with Trempler's weapon/item placement issues. More numerous basic weapons + more spread out batteries would be a great starting point.

Otherwise, the only flaw I noticed was that the max viewable distance is short by around 256 units.

Also the turbine button should do something :>
Commented 7 years ago2017-03-04 10:04:19 UTC Comment #18471
Really enjoyed this map! Just registered to comment and say great job!
Commented 7 years ago2017-03-17 22:33:16 UTC Comment #18451
I guess your reinterpretation was, hey why not make it bigger and better? Turned out pretty cool! Good luck in the competition.
Commented 7 years ago2017-03-18 15:59:25 UTC Comment #12163
After several full-server games on this, I stand by my original review and rating. It's just fantastic.
Commented 7 years ago2017-03-19 00:41:13 UTC Comment #12154
Updated to 1.0.3.
  • Fixed sprite on antenna to flash. Was set up to do so, but was never triggered.
  • Upscaled rock textures in bulk of map.
  • Increased Max Viewable Distance slightly, should no longer be a problem at longest distances.
  • Made the "Turbine Control" button control the lights on that structure for no reason. Also renamed said button.
  • Tweaked spawn and item placement.
Commented 7 years ago2017-03-24 23:51:56 UTC Comment #12097
Haven't had a chance to play it with a full server yet, but a great remake of what wasn't even originally a MP map.
I especially liked the radio, it adds a bit of franticness and an opportunity for players to stop fighting each other and focus on working together.
Commented 6 years ago2018-06-02 22:02:21 UTC Comment #101202
All right.

Porting a single player map to HLDM is OK, but this threathens originality. What did the map creator tried to do? Was this an attempt at making something different? If not, good conversion job, otherwise, I unfortunately was far from impressed by the midly interesting additions. This looks to me like a rather by the book replicate of the original without effective efforts at brining something to the concept.

Overall, I'd say the map is more space to add to the ocean of dull uninteractive space most HLDM maps constitute. (Which is a true boring cancer.) There are many occasions where you'd expect control panels or laptops to do something, but they're disappointingly just for show. Why? C'mon! The walkie-talkie at the top of the end of the dam actually brings out an helicopter, but that's an element we know from the original map. IMO, the creator didn't put one second into trying to do something new. I wouldn't be able to call that an actual coop feature.

Some doors do nothing, but suggest otherwise (e.g.: under the dam tower). Perhaps a trailer video or walkthrough description wouldn't be bad after all. Isn't it?

Otherwise, underwater windowed pipes are cool while the dam tunnels directly cut from water to air and feel broken.

Design: 3/5
Gameplay: 1/5
Lighting: 3.5/5
Creativity: 0/5
Commented 6 years ago2018-06-03 01:13:11 UTC Comment #101203
"Porting a single player map to HLDM is OK, but this threathens originality. What did the map creator tried to do? Was this an attempt at making something different? If not, good conversion job, otherwise, I unfortunately was far from impressed by the midly interesting additions. This looks to me like a rather by the book replicate of the original without effective efforts at brining something to the concept."
uhh... that was the point. This map was for a mapping competition; the prompt was to take an existing map and do something new with the concept. Jessie took the dam battle from Surface Tension and made it into Deathmatch.
Commented 6 years ago2018-06-04 14:29:34 UTC Comment #101208
Design: 3/5
Gameplay: 1/5
Lighting: 3.5/5
Creativity: 0/5
Like a guy who only has made a set of poorly laid-out, blocky and terribly lit rooms filled with leaks (later fixed by another mapper) knows better.
Commented 6 years ago2018-06-04 16:46:37 UTC Comment #101210
uhh... that was the point.
Man no matter if this was a competition or not. To remake a map with so little amount of "special" is the definition of bad taste.
Like a guy who only has made a set of poorly laid-out, blocky and terribly lit rooms filled with leaks (later fixed by another mapper) knows better.
Coming from a guy that can't even understand my entity wiring. Seriously man. And by the way my map had no leaks whatsoever, you are making that up. I can even bring back a version on the table to put you to shame. You are officially not my friend anymore.

Since when game reviewing requires being able to make games anyways?

It's sick how you guys protect yourselves and your incredibly conservative/unimaginative concepts.

It's like hurray 5/5, you've made another gray poop. You're so focused on masterbating on you maps' visual features that you miss how deadly boring and static they are.
Commented 1 year ago2023-03-20 17:35:22 UTC Comment #105177
You are officially not my friend anymore.
What are you, 11? If someone insults you, you threaten to not hang out with them?
It's sick how you guys protect yourselves and your incredibly conservative/unimaginative concepts.
If we're making a map for a contest, we make it for the contest. If the map isn't good, we just don't win. And yeah, Deathmatch maps are in general pretty boring. But that's because we've all seen them before. To someone new, this map is a frickin masterpiece. I know, because I showed the map to someone new, and they thought it was a frickin masterpiece.
It's like hurray 5/5, you've made another gray poop. You're so focused on masterbating on you maps' visual features that you miss how deadly boring and static they are.
So what? Just about anything we can make is going to be boring because there's little left that hasn't been done. All we CAN do at this point is try and improve the visual style.
Dude, stop being overly critical and maybe appreciate what I'm sure was quite a lot of work for Jessie.
Commented 1 year ago2023-03-22 20:54:06 UTC Comment #105184
It's fun

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