Greek

Half-Life: Deathmatch HLDM
Greek by colganc
Posted 20 years ago2003-09-11 15:17:48 UTC • Unfinished • Half-Life: Deathmatch
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Name
Greek
By
colganc colganc
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Unfinished
Included
BSP
Created
20 years ago2003-09-11 15:17:48 UTC
Updated
20 years ago2003-09-27 09:06:00 UTC
Views
2862
Downloads
681
Comments
27
Rating
4.00 (2)
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An unfinished (but almost finished) Half-Life deathmatch map meant for 4+ people with an ancient Greece theme.

27 Comments

Commented 20 years ago2003-09-12 02:26:51 UTC Comment #202
The pillars look amazing...from the screenshot, I haven't downloaded it yet.
Commented 20 years ago2003-09-12 06:54:06 UTC Comment #203
I really like this map, it has great atmosphere and looks really good, nice work.
Suggestions? As a multiplayer it is really going to suffer in the main pillared area because of the visible textured brushes (r_speeds suffer). But by noclipping around, I found that you had already done some work to reduce them. I wonder if bringing the sky down a bit and sectionalising it might reduce them, or wether you would have to use Hint brushes?.
As far as the map goes, a couple of greek god statues (models) might set of the already wonderful eye candy?
Commented 20 years ago2003-09-12 06:55:03 UTC Comment #204
Commented 20 years ago2003-09-12 06:58:24 UTC Comment #205
Oh, sorry... forgot to mention the SKY. I would have a look around for something more in tune with the theme. A SKY texture that better defines the architecture.
Commented 20 years ago2003-09-12 13:23:26 UTC Comment #208
I just tried sectionalizing and lowering the sky to no effect :( I've never used hint brushes and have no idea what they are or how they work.
Commented 20 years ago2003-09-12 17:36:43 UTC Comment #209
As I promised, I'm just trying it - beautiful screenie, good first impression!
Commented 20 years ago2003-09-12 17:41:04 UTC Comment #210
UPDATE: lower w_poly's, new cave area (for better flow in deathmatch), more ambient sounds, and fixed a couple of env_sound transitions.
Commented 20 years ago2003-09-12 17:41:57 UTC Comment #211
Statues would be really cool, but they seem hard to make in Hammer.
Commented 20 years ago2003-09-12 17:42:46 UTC Comment #212
Wow! Really really nice! Definitely could do with statues and other decoration, that's all methinks. I'll look at the updated version when I remember to - what about the ladders underground? They were all fullbright, which looked very odd.
Commented 20 years ago2003-09-12 17:48:32 UTC Comment #213
At one point I tried adding some pottery that could be broken. When I copied and pasted the pottery I started getting coplanar errors on them. Being too lazy to fix them, I deleted them and gave up on the idea for a while. :P
Commented 20 years ago2003-09-12 19:41:57 UTC Comment #214
UPDATE: lower w_poly's, fixed texture alignment, fixed a couple of env_sound problems, and fixed the lighting on the ladders (thank you SlayerA).
Commented 20 years ago2003-09-13 01:46:26 UTC Comment #216
/me downloads it :)
Commented 20 years ago2003-09-13 01:53:03 UTC Comment #217
Even better! Two things: maybe slightly less squared-off bushes? Also, a few env_sound's'd make the cave bits feel more, uh, cavey :) with echoes etc.
Commented 20 years ago2003-09-13 01:58:26 UTC Comment #218
Try the pottery again :)
Commented 20 years ago2003-09-13 02:00:33 UTC Comment #219
There are env_sounds for the caves. :P
Commented 20 years ago2003-09-13 02:14:49 UTC Comment #220
If I add the curved bushes it will increase my r_speeds which are already pretty high in a couple places. I might try it though, maybe it won't increase the r_speeds too much.
Commented 20 years ago2003-09-13 02:41:11 UTC Comment #221
Why don't you try creating statues using MilkShape 3D, and put them into the map as monster_generic or monster_furniture?
Commented 20 years ago2003-09-13 02:57:14 UTC Comment #223
I've never used MilkShape 3D and I'm trying to use the standard models and graphics that came with Half Life.
Commented 20 years ago2003-09-16 12:15:09 UTC Comment #228
and you have to pay for milkshape!!! i hate it there anre no free tolls for hl modeling any more :( :( :( :(
Commented 20 years ago2003-09-17 02:37:58 UTC Comment #229
I tried "pottery" again. This time using a prefab plant pot that comes with Hammer. They randomly disappear in the map and then reappear, depending on the angles that you look at them. Another pottery failure, this time will be the last. :P
Commented 20 years ago2003-09-17 16:41:46 UTC Comment #232
UPDATE: lower w_poly's, new shrub style tried, added ambient_generics, moved a couple items, and a few slight architectural changes.
Commented 20 years ago2003-09-21 11:23:48 UTC Comment #243
cool looking map. Seems to need a bit more, like maybe some more detail in the rock work but in general well done.
Commented 20 years ago2003-09-27 09:11:01 UTC Comment #251
UPDATE: expanded the use of new shrubs, moved a couple items, added a reflective floor to the "temple", added splashes around the upper waterfall, made the sewer more interesting, fixed a couple of brush problems, improved rock formations, and added some trim work around doorways.
Commented 20 years ago2003-09-28 01:20:09 UTC Comment #254
Could anyone give me any feedback on the semi-reflective floor in the "temple"?
Commented 19 years ago2004-07-14 20:05:39 UTC Comment #2712
k loved the waterfall falling in the cave thats awesome
the walls inside greek temples need somthing to plain but still looked good i fu could maybe make a texture with greek scripts or some greek tapastries that would lok coool some stone inscribing thats just some ideas and the earth terrain i dont know about uguys but i hate that terrain if u could find a earth terrain texture hasnt been used yet that would make your awesome map look much better and as for the sky texture get one with the athens in the background somthing custom good job man its dope
did i mentionm the water fall going into the cave dope
keep up the good work man
Commented 18 years ago2006-02-23 19:43:54 UTC Comment #10966
+Superb stuff. Architecture is simple yet elegant in most places--the under parts were rather square.

+Superb Texturing an lighting!

+Superb use of ambients and use of env_sounds!

+Great performance, though I think you had wpolys to spare for more detail in spots.

+Interesting layout.

Superb work!

5 stars
Commented 6 years ago2017-12-10 04:51:34 UTC Comment #21113
A nice little map you've got going on here! You've made nice details using just default HL textures. Quality improvisation! There's the odd strange choice, like that giant rock pillar, the (frankly pretty good looking) broken pillar path underground that is seemingly unnecessary, and the path leading up above the maps walls. All in all, though, this map had potential. Polished up, could be a goer.

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