[HL1] dm_pwnreactor (name not final) Created 19 years ago2005-10-25 12:09:24 UTC by m0p m0p

Created 19 years ago2005-10-25 12:09:24 UTC by m0p m0p

Posted 19 years ago2005-10-25 12:09:24 UTC Post #143636
I'm finally getting off my lazy ass and getting down to some mapping. This is a medium-size deathmatch map for HL1, with some neat features. There are plenty of traps, like the death chamber (which is activated by the other players, I'll explain it in a sec), and duct vents in hazardous areas. I've drawn up a rough plan, although I am adding another section under the reactor which is not on paper yet. I'm trying to have as little dead ends as possible, and as many routes/loops as possible so this new section will add to the gameplay a bit. You may notice lots of duct routes, which sometimes do not work in DM maps in my opinion, but I'm putting them to good use. Here is the current paper plan of the map, you may not understand it properly, but, there are 2 levels, upper and lower. Look at the key on the left to help you work it out.
User posted image
And here is some early screenshots of room no.6 to get your excited.
User posted image
User posted image
Note these screenies are very early, and may change quite alot in the release of the map. Current development status is about 5% complete, fyi.

Please comment.
m0p m0pIllogical.
Posted 19 years ago2005-10-25 12:11:03 UTC Post #143638
Copyright? Nazi :P. You have funny handwriting.

Doesn't look as good as the pwnage corridor yet... the lighting is a bit bland and uneven.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-25 12:13:54 UTC Post #143640
the lighting is a bit bland and uneven.
change to
the writing is a bit bland and uneven.

wait. that wasnt funny. mm cake.

looks cool. glad to see your setting yourself a project. good luck with it.
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-10-25 12:14:02 UTC Post #143641
It's not supposed to be a pwnage corridor, it's a small room. But yes I know my lighting needs improving. It's a WIP, don't have a fuss.

PS: I'm left handed, therefor my handwriting is wierd ;)
m0p m0pIllogical.
Posted 19 years ago2005-10-25 12:15:15 UTC Post #143642
What the monkey said
Posted 19 years ago2005-10-25 12:31:19 UTC Post #143655
It's a WIP, don't have a fuss.
You asked for comments, man :P.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-25 12:32:58 UTC Post #143658
Oh crap forgot to explain the death chamber. Basicly, it's a chamber, with a powerful trigger_hurt which is accessible through the duct system. It's inside the wall of the reactor room and has a thick unbreakable window. It can be triggered by the other players using a button marked "vent" next to the display window. Once triggered, a steam sprite will trigger, as well as the trigger hurt in the chamber. Also, everybody inside the ducts will be affected by the trigger hurt, although not as badly, due to the "superheated steam". It could make for some interesting gameplay.
m0p m0pIllogical.
Posted 19 years ago2005-10-25 12:33:11 UTC Post #143659
^_^

Yay, a m0pm4p.

So, are gonna get this finished? And i mean FINISHED!? :lol: :)
Posted 19 years ago2005-10-25 12:34:16 UTC Post #143664
Yeah hopefully I'll get it finished. Even if I have development breaks, I'll try to keep the development going.
m0p m0pIllogical.
Posted 19 years ago2005-10-25 12:37:28 UTC Post #143668
Looking good there!

And im left to, so dont mess with my handwriting!
Posted 19 years ago2005-10-25 12:55:50 UTC Post #143673
Looks interesting. I love HLDM maps with traps.. :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-10-25 19:02:46 UTC Post #143745
Hmm, I find that plan hard to read, I mean, hard to pinpoint an overall layout from, but those screenshots look good. It has style.

Seventh made a good comment: those valves behind the grates could use a light or two. A valve or two, too. And maybe some more stuff on the ceiling to make it look higher and more interesting?

Anyway, nice to see something getting started there. Keep it up. :)
Posted 19 years ago2005-10-25 20:14:45 UTC Post #143747
Interesting ideas. You should also make a cross section that goes along with that floorplan, so you can see how it works vertically with ease. Specially since it has those 2 levels. You might come up with more ideas on how to connect the upper and lower areas.
One question: are the recharger and medkit usable? It seems to me they should be a bit closer to the player, right now they look as if they were on display ;)
Posted 19 years ago2005-10-25 20:30:59 UTC Post #143750
PS: I'm left handed, therefor my handwriting is wierd
Im ambidextrious (spelling. Yes, I type finetically ;) ), and use my left hand usually... therefore my handwriting is wierder (not a word)

screenies look okay...
Looks a little TFCish

Nice details. Enough details, and not too much, great.
Posted 19 years ago2005-10-25 20:41:21 UTC Post #143751
Yes Kasperg, they are usable from that distance. I've got them actually embedded a few units into the wall now and they are still usable.
m0p m0pIllogical.
Posted 19 years ago2005-10-27 05:17:03 UTC Post #143927
Well you know my comments on msn so make sure to add those vents and I feel those 2 pics need more colour...It seems a little bland but i'm just judging from one picture yet again. Show us more when you are done with the next room.
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-10-29 22:21:56 UTC Post #144421
Bah I'm working on the next room, but for some reason I suck at mapping large areas. Just can't seem to get it right.
m0p m0pIllogical.
Posted 19 years ago2005-10-29 23:12:19 UTC Post #144422
A repeatable structure is usually the best way to make large areas (at least in indoor parts of the map). A simple example can be this one from one of my hldm maps. (The picture I'm talking about is the one on the bottom-left)
User posted image
This large are is pretty much empty, but the pillars and windows give it some life.
Posted 19 years ago2005-10-30 17:41:05 UTC Post #144499
Argh, I decided to start from scratch. I keep getting into this pattern of doing one small room, overdetailing it, then deciding it's not good enough and starting again. :(
m0p m0pIllogical.
Posted 19 years ago2005-10-30 20:00:59 UTC Post #144517
I've decided I'm going to start from complete scratch, and design a better layout. I am thinking of one big room (the reactor arena), and a few corridor loops branching from it, and a corridor linking each loop, as well as a couple of room attached to each one. I'm drawing it up now, and I'll scan it in a sec.
m0p m0pIllogical.
Posted 19 years ago2005-10-30 20:52:55 UTC Post #144519
You have funny handwriting.
He means you write like a girl :)

Neat organization on your sketch. You are a Nazi! :P
Posted 19 years ago2005-10-31 06:15:38 UTC Post #144538
:/

Good luck, m0p, looking forward to this. :)
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