Half-Life HL
barrel_o_grunts by Ansith
Posted 18 years ago2005-09-11 10:33:27 UTC • Completed • Half-Life
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Ansith Ansith
18 years ago2005-09-11 10:33:27 UTC
18 years ago2005-09-11 10:35:05 UTC
2.25 (4)
full star full star half star empty star empty star Download

my first map everything ive learnt put in a few rooms, a challenge behide the sliding door


Commented 18 years ago2005-09-11 10:45:01 UTC Comment #8951
thats the challenge but remember its my first and i admit its bad
Commented 18 years ago2005-09-11 10:53:40 UTC Comment #8952
cool thanks

with the charger it would be 2 small if i made it closer to the wall and i dont know how to put lights on the ceiling =(
Commented 18 years ago2005-09-11 11:01:45 UTC Comment #8953
oh ok thanks
with the rooms do you think they are tall enough or should i make them smaller?
Commented 18 years ago2005-09-11 11:02:16 UTC Comment #8954
-Decal on the wall(storage area)is unreadable. Use the texture application to to fix it, aglain the wall's texture to face.
-The door is to close to the wall's end so when it opens the wall on the room with the H.E.V suit looks strange.
-Really short
-I only meneged to kill half of the grunts and then I ran out of ammo so I tried to take some from the grunts. More ammo.

+/-Used only prefabs for details and you even didn't rotate them.
+/-Lightning is boring but not fullbright.
+/-You used carving. It's ok if you're a begginer.
+/-No artitecture

+The monsters are patrolling

This map is quite nice for starters but you need to learn alot.
Commented 18 years ago2005-09-11 11:03:22 UTC Comment #8955
And I forgot that every brush had only one texture on it which isn't that bad for starters.
Commented 18 years ago2005-09-11 11:04:11 UTC Comment #8956
And when the door opens you can see a brush that you textured it with the aaatrigger. :|
Commented 18 years ago2005-09-11 11:07:59 UTC Comment #8957
oh yea i remeber forgot to fix the aaatrigger texture to sumthing else
hopefully my next map will be better
Commented 18 years ago2005-09-11 11:10:19 UTC Comment #8958
Okay, after playing, here some points im gonna give you. Starting with the good ones.

The texturing in some places (not realyl that many) was fine. And a nice use of prefrabs. And the lighting in the office areas was nice.

Bad points-

Everything was either too cramped (corrindors) or too large (those office rooms)
Too many grunts, and the flickering lights did NOT do any good. My eyes still water from the pain of all the flashing and such.
You need to add more detail to your lighting, basically make it look like the lights comming from somewhere. And not just from thin air.

Overall, i thought it was nice for a first map. Well done! 3 stars!

Oh and a bit of the AAAtrigger texture is showing.
Commented 18 years ago2005-09-11 11:32:42 UTC Comment #8959
yea elon pointed that out before about the flickering i just thought that would add to the challenge kinda part and im fixing most other parts at the moment
Commented 18 years ago2005-09-11 12:13:39 UTC Comment #8960
was going to update the map but i had to scrap it , it had a leak i couldent find it
Commented 18 years ago2005-09-11 13:07:20 UTC Comment #8961 -Read this tutorial it will help you with lightning! ;)
Commented 18 years ago2005-09-11 18:29:57 UTC Comment #8962
Not really a playable map but hey, it's your first creation...
Just continue mapping, take a look at some good maps for reference (search for a site called TenFour reviews and download some of the best mods there) and maybe you'll get some insight in what makes a level fun to play.

Some tips:
  • more enemies doesn't mean more fun. Use them wise and with care. Enemies and hazards are sometimes used only to add athmosphere or to keep a player alert, not even to give the player combat. There's more to enemies than just mindless fighting machines.
  • combat should challenge a player, not leave him frustrated. Playtest your maps often to see if they don't get too easy, or too hard. A map should be beatable even without knowing what comes next. It might be wise to ask a fellow mapper to playtest your map and give feedback before you release it.
As for the technical side of it, let me just add this: working with Snap to Grid on makes your maps cleaner and it's easier to avoid leaks that way with a gridsize of 32 or 64. For details, you can always switch to other grid sizes with the [ and ] keys.

Keep it up.
Commented 18 years ago2005-09-12 00:54:07 UTC Comment #8963
It's nice to see Captain P back in action again, tutoring the young mappers like the Yoda on the Jedi Council.
Commented 18 years ago2005-09-12 09:18:00 UTC Comment #8965
I won't review, just tell you, what you should keep in mind before going on.

1. Architecture. Try making the areas more realistic. Those corridors were very blocky and those soda machines were too big. Always imagine, how the areas would look in real life and try your best to make it that way. Have a look at the clipping tutorial, that shoulg get you started on the right foot.

2 Texturing. Good texturing is when random textures fit together. You must combine texturing with architecture to make a nice looking map. If you used the lab taxtures in one area, then you shouldn't use silo and babtech textures in another area, just behind a door. That doesn't look logical. Try combining textures that would look logically. Imagine yourself in the map and think, what you would want to see there.

3. Ambient sounds. Ambience is one of the most important things, for atmosphere. The player must feel like he's really in your map. Choose ambient sounds carefully, select their volume, use env_sounds to make the player "feel" the atmosphere of the map.

4. Lighting. Another important part of atmosphere. Lighting must fit the theme. Don't make it too dark in DM or CS maps, cause that makes it harder to play. Use different colours of lights, combine it with texturing and your map will look like you want it to look like..

5. Layout/Gameplay. Layout is most important in deathmatch maps, although it's also important in singleplayer. In deathmatch - you must make the map with multiple paths to the goal and other main areas. In singleplayer you must make the layout easy enough for the player to orientate in, but not too simple to become boring.
As for gameplay - it's mostly in weapon placement in deathmatch maps and depends much on layout. In singleplayer - you must combine the weapon placement with monster placement. You don't want the player to be stuck with a few bullets fighting against an army.. (like in your map) ;P Gameplay must be challenging, but not too hard. It the gameplay is too hard, the player will usually turn some cheats on and that will ruin his impressions on your map.

8. Idea. Two words for this: Be original!!
If we're talkin bout CS maps then not much ppl like de_dustathon992,3k or cs_italy26carnage. Don't remake maps. That's lame, imo. Always try thinking of something new, original and acceptable for the player.

Good luck with mapping. :)
Oh and btw - i rated your map 3 stars, coz it's a 1st try after all.. ;)
Commented 18 years ago2005-09-12 09:24:49 UTC Comment #8966
:) ive got a sample of my new one dead labs try it out
Commented 18 years ago2005-09-12 11:19:27 UTC Comment #8969
So you're making dust with as_tundra textures? ;P
Commented 18 years ago2005-09-12 15:48:01 UTC Comment #8973
to get lighting exactly the way you want it, use the light entity (as well as "light" textures) I can't dl it now, but looks like fun!
Commented 18 years ago2005-09-15 07:38:16 UTC Comment #9004
honestly looks like my first map :D
Commented 18 years ago2005-09-15 12:00:15 UTC Comment #9005
you should take a look at my second one dead labs sample
Commented 18 years ago2005-09-16 05:54:04 UTC Comment #9020

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