B.O.G

Half-Life HL
B.O.G by Instant Mix
Posted 19 years ago2005-09-21 16:23:15 UTC • Completed • Half-Life
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Name
B.O.G
By
Instant Mix Instant Mix
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Completed
Included
BSP
Created
19 years ago2005-09-21 16:23:15 UTC
Updated
19 years ago2005-09-21 16:23:15 UTC
Views
10667
Downloads
1634
Comments
9
Reviews
0
Download (10.11mb)

Black Orange Grenade - BOG shoot-out

My first map. Took me 5 days in total.
You are at the Howard station when you get bombarded with grunts , guns , turrets and Assasains.Enjoy! The game ends when you walk to the VERY end of the final tunnel.

9 Comments

Commented 19 years ago2005-09-21 16:54:59 UTC Comment #9100
bad screenshot,I ll comment about the map later
Commented 19 years ago2005-09-21 18:53:50 UTC Comment #9104
1. The screenshot (.bmp!) in the .zip is wasted filesize (screenshots make someone download a map, they aren't needed in the download itself anymore).

2. Throw out the opfor.wad and tfc.wad from your Hammer configuration, as not everyone has them (using a non-existing .wad causes the game to crash).

3. I don't know how you did it, but the game stops when you get to the end of the map. And then I mean that the game closes. Back to the desktop. You might want to fix that.

For a first map, it's ok. There's much to improve on, though.
Things like light sources (lamps) are absent in your level. The architecture is square and simple overall, and the environment isn't really recognizable as a real place (e.g. there's no sense of place, to give it a fancy name). The only room that looked somewhat more interesting was the small one with the .357 in it.
Combat is basic and enemies appear to be really dumb. They are, you could say, and to some extend that's true, but as a mapper, you can make them appear smarter by giving them a goal to run towards when the player comes close, so it looks as if they are actively searching for the player, or similar things.

Well, not a lot more to say as it's your first map and you've got quite some things to learn yet. Good luck with further maps!
Commented 19 years ago2005-09-22 03:22:31 UTC Comment #9106
Thnx , But i ment HL To end when you get to the tunnel.I'll improve
Commented 19 years ago2005-09-22 15:05:46 UTC Comment #9125
Nodes?NODES! I've tried but thier crap..
Commented 19 years ago2005-09-22 15:06:32 UTC Comment #9126
Place them 8 units above the ground!
Commented 19 years ago2005-09-22 15:07:41 UTC Comment #9127
You've been a TWHL member for 150 days and this is all you can make? You should be ashamed of your self!
Commented 19 years ago2005-09-22 15:18:18 UTC Comment #9128
Please remove tfc.wad from the list!
Commented 19 years ago2005-09-23 12:18:44 UTC Comment #9142
info_nodes make grunts move smarter, but well used scripted sequences make them appear smarter. There's a difference indeed, but the second is just as important as the first. Dumb appearing enemies kill the immersion of the game.

Not that that's so important here as there's little immersion to kill since it doesn't look like anything in reality anyway, but hey... you've gotta strive for perfection, isn't it? ;)

As for nodes, I've used them in my map The Playtest and they make the grunts move pretty nice: they're chasing you, searching for cover and all that. But without the scripted sequences they would never have 'followed' you down the deep water-filled pit. I agree, it's faking the player, but the effect is surprizingly nice (at least some liked it so those aren't completely my words ;)).
Commented 16 years ago2008-02-18 19:14:35 UTC Comment #16421
SHIT , this sucks fucking major balls.
Blocky , leaks and no light sources. Dumb AI and only one decent room.

Fuck,

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