Riverpool 2

Half-Life: Deathmatch HLDM
Riverpool 2 by Rimrook
Posted 1 week ago2024-04-20 20:36:18 UTC • Completed • Half-Life: Deathmatch
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Name
Riverpool 2
By
Rimrook Rimrook
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
1 week ago2024-04-20 20:36:18 UTC
Updated
1 week ago2024-04-20 21:19:24 UTC
Views
239
Downloads
55
Comments
4
Reviews
0
Download (2.77mb)

Finally done! An actual playable rendition of the Riverpool theme!

A lot of work went into this one, so I hope you enjoy it.

HOW TO PLAY:
Ride the ducky to earn points.
Kills don't give points.

There are 3 secrets. Looks for things that are out of the ordinary.

NOTES:
GOOD GOD THE FUCKING DUCKY!
Here's how it works. Brace yourself.

The duck itself is a model. The lighting is baked into it, rendered out from Blender. The model is flagged with the settings 'No Shade Light' tick on, and 'Force Skylight' also ticked on. So what that does is it'll make the ducky fullbright to the intensity of the light_env present.

The duck is the first train and uses the zhlt_usemodel trick to replace the brush train with the model.
The collision is a second train that is invisible that follows the ducky along.

The track is in 2 parts. There is a first part that the collision train follows, and as is passes closely placed together path_tracks, a total of 78 of them, they each fire their own game_player_zone that then covers the ducky and detects if a player is on the ducky. To prevent the points from doubling, there is a second set of paths (another 78) that doesn't fire any zones. This is for the ducky model. So that's 234 entities to make the ducky point system work in succession around the riverpool.

Its a beast of a setup, and frankly I've been mulling over the concept for an actual while. It had its bugs but I worked them out. I spared no detail or effort.

The map itself reaches a cool 3500 world polies, but a mind rending 40,000 epolies. >_<
The map had to be compiled on -fast vis, otherwise too many of the models would disappear as parts of the map unload. Sometimes they still do but when it needs to matter and you're up close. Each tree has a rudimentary collision box though, just a rectangular brush that goes a bit above head height. The tops of the trees have no collision and can easily be jumped through. I kept it this way for gameplay reasons.

Because it is a small map, I gave the players 100 Armor starting out. It would suck to immediately die being spawned right before someone. This makes each player more hardy.

The RPG, longjump, and Tau Cannon are present... somewhere. >_>

4 Comments

Commented 1 week ago2024-04-26 02:12:46 UTC Comment #106159
SOMEBODY PLEASE HOST THIS MAP, THANKS 🙏‍
Commented 1 week ago2024-04-26 21:13:54 UTC Comment #106160
I would love to see how it actually plays too.
Commented 6 days ago2024-04-27 03:04:34 UTC Comment #106162
It seems really nice, although I'll hold off on rating since I also haven't played it.
I did notice a minor issue in that the render mode for the forcefield around the rpg seems to be set to texture rather than additive
Commented 4 days ago2024-04-29 20:38:45 UTC Comment #106167
That’s by design kinda. Using additive made it way too bright. Unless there is a major issue, it’s not going to be updated.

Also, has anyone found any secrets yet?

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