DM_Criticality

Half-Life: Deathmatch HLDM
DM_Criticality by Victor-933
Posted 7 years ago2017-08-20 23:01:05 UTC • Completed • Half-Life: Deathmatch
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Name
DM_Criticality
By
Victor-933 Victor-933
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
7 years ago2017-08-20 23:01:05 UTC
Updated
7 years ago2017-08-20 23:01:05 UTC
Views
1657
Downloads
700
Comments
0
Reviews
0
Download (5.09mb)

Can't think of a story this time, so I guess I'll just talk about the map itself and its conception. If you remember my somewhat recent map DM_Powerstruggle, you may remember its layout is extremely boring (literally just a donut with no branch paths or vertical gameplay). I REALLY liked the aesthetics (and the design of the core) though, so I decided to I guess take a mulligan on that. This is the result.

I also decided to incorporate the maintenance tunnels I used in DM_Enpro and DM_Fenrir. These were actually going to be in DM_Powerstruggle as well originally but I ran into issues and scrapped them early on. Probably part of why I became dissatisfied with the end result on that map.

I decided to add the big hazard doors elsewhere in the map to create a sense of unpredictability. They are designed so that players can just hit the button while running past and shut the door in someone's face if they're being chased. The tunnels are intended to be used in a similar fashion, allowing players to leap in and out of combat and take a quick breather, or spring ambushes. In testing against bots they definitely added an interesting new dimension to play.

R_Speeds are around 1100 for the most part, but spike to about 1500 in a few areas. Should still run fine on toasters.

Built on 3ghz Pentium D Dual Core 2GB RAM GeForce 8800; Tested on aforementioned desktop and under Xash3D FWGS V48 (Android port) on GPD XD gaming tablet RK3288 quad core SOC

Tested using RCBOT 1.3

22 Player Starts. Recommend 8+ players; it's a pretty big map

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