Half-Life: Deathmatch HLDM
Sancefar by Rimrook
Posted 12 years ago2005-10-25 12:20:11 UTC • Completed • Half-Life: Deathmatch
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Rimrook Rimrook
Half-Life: Deathmatch
12 years ago2005-10-25 12:20:11 UTC
11 years ago2006-07-04 19:05:21 UTC
4.75 (16)
full star full star full star full star full star Download

My newest theme. I rather like it. The r_speeds r_crap but it still runs as smooth as usual. This map isn't for anything yet, so if you have a vote as to which mod it should be for, just say so.

For the RMF and WAD, copy this link.


A few kinks were adjusted for Muzz's server. This version is a slight revision with a few things fixed.


Commented 12 years ago2005-10-25 12:21:23 UTC Comment #9563
Click the link here to download the RMF and WAD files
Commented 12 years ago2005-10-25 12:26:49 UTC Comment #9564
Oooh, nice!

I'm glad that you still map for half-life -- same here too.

Half-life 2 mapping is for wusses...
Commented 12 years ago2005-10-25 12:30:29 UTC Comment #9565
HERE is the RMF and WAD. the uploads option isn't working at this time. please click this link.
Commented 12 years ago2005-10-25 12:51:03 UTC Comment #9566
This should be for HLDM, imo. Looks awesome, ***
Commented 12 years ago2005-10-25 12:59:39 UTC Comment #9568
oh my sweet jesus.

that's two of yer maps i've got pregnant now, rimrook.
Commented 12 years ago2005-10-25 13:28:25 UTC Comment #9569
<hands The Hunter a Moist towelette>

Looks amazing I must say, will try to check it out soon :)
Commented 12 years ago2005-10-25 13:53:24 UTC Comment #9574
Just ran through it and checked the .rmf. Looks stylish, it feels somewhat Esscher-esque. I like it. :)

I think the textures and lighting fit well together, maybe the inside area's could do with some darker shadows to give it some more contrast but all-in-all, it's a solid-feeling theme.
I didn't like the grass texture though. It does give some contrast with the rest of the textures and that's good, but somehow it doesn't feel right. Perhaps a darker stone with some grass on it could do better?

Maybe a rock and some bushes or a tree would be a nice addition to this theme. It's solid, but somewhat too similar at the same time too. Not that it's hard to learn, it's small and I got the layout down in a few minutes, but a little more variation might work well.

Also, I noticed this with wireframe on: some stairs are put into the same func_wall. Did you know that HL determines whether an entity is visible or not by it's bounding box, and that such large-spreading func_walls are more often than not visible for that reason? Heh, I've had entities that were rendered always, even from area's that they really shouldn't be visible from. Splitting them up into 2 entities did the trick: none of them were rendered at those spots then.

As for which mod, I'd say HLDM. Still my favorite for HL mapping, besides HLSP then. :)
Commented 12 years ago2005-10-25 13:57:36 UTC Comment #9575
a definate hldm from me too
Commented 12 years ago2005-10-25 14:02:21 UTC Comment #9576
Oh, and how about an inside room or such, if performance even allows that now? Nice for variations sake...
Commented 12 years ago2005-10-25 14:10:05 UTC Comment #9577
Ok, when I HLDM-ize this map, i'll fix the func_wall thing and throw in some tree models. I also agree with the grass, i'll see what i can do. Thanks for all of the great feedback Captain P!

So I guess the RMF link works. I wasn't too sure about that.
Commented 12 years ago2005-10-25 14:10:52 UTC Comment #9578
Good map, as usual. Some of the proportions are strange but the overall effect is very good. As Captain P suggests, an indoor section would be nice, and we all know you can do a good one.
This map reminded me a bit of dm_avalon. The Source engine lets the mapper do so much more in terms of terrain and shadows...
A nice addition to this map would be some sort of huge eagle or dragon flying around the map, something like the bird in "de_survivor" or my shuttlecraft in "warpcore".
About the r_speeds... well, it's obvious that you can get a nice and detailed view of 1500 wpolys :D
Commented 12 years ago2005-10-25 14:15:46 UTC Comment #9581
like i said...

r_speeds r_crap

And as said, i'll work on it before I mod it to HLDM.
now that i think about it, it would be fun with the tau-cannon jump...
I should try it out :D
Commented 12 years ago2005-10-25 14:41:00 UTC Comment #9583
Beeeeeautiful. But I don't have HL1 just now, so I can't check on it.
Commented 12 years ago2005-10-25 14:43:33 UTC Comment #9584
Oooo...another rimrook prodction. Look great. Hldm or Cs?
Commented 12 years ago2005-10-25 15:16:13 UTC Comment #9585
hm. i could make a CS version. I dunno if it'd be a good map for CS since no one wants to step away from their de_dust and fy_iceworld.

Likely HLDM.
I also noted that Captain P mentioned it was easy to understand the layout. I think that's good since it's easy to get lost in some of the maps out there.
Commented 12 years ago2005-10-25 15:26:09 UTC Comment #9586
please for heaven sakes hldm!!!! My team has been eagerly awaiting your next released map. We host all your hldm levels on our server except the caslte rimrook. As I lost the hldm version in a reformat we have crete, and gyradell though.
Did you ever re-relese rimresort or pristinebeach as hldm? If not, can I make a request for them for they would be in our map cycle instantly!!!
thanks alot and keep on doin what you do best there rimrook

take care

Commented 12 years ago2005-10-25 15:26:16 UTC Comment #9587
Yeah I hate it when it heppens! I once lost my self in the gasworks map! Never found any enemy! cry
Commented 12 years ago2005-10-25 17:03:32 UTC Comment #9589
Ok, i'll HLDM-ize all of the maps that i have for your server. Please report back to me on how they perform online and if they need to be fixed.

@Elon Yariv
awww... don't cry, cheer up buddy. You'll find something to kill... Here, have a headcrab. :D
Commented 12 years ago2005-10-25 20:44:18 UTC Comment #9590
I had given a really detailed review and it got deleted or somthing when i hit submit weird!!!
any ways it went along the lines of......

It ran really well on my comp but I understand how it could lag on a lowewrend computer

the grass was a definite degrade in the map maybe yellow/white gravel or a smooth texture that meets the moulding s of roof.
You have a sweet sense of humour (ie that lag sign in the ladder section of the towers lol) I deffinately like this map!! I give 4.2083462789 out of 5
(precise lke all of your maps lol)
keep up the impeccable work
This community shines with many individual's like your self not tryin to bloat the ego its the truth
oh I put the sky tga in proper file I double checked this but in game it ran stock desset hl sky any body else experiencing this problemo


crete (ie hires3)runs wicked it s fast paced and fun
the castle rimrook was a jewel that was the first map I ever tried of yours
and it ran wicked only i dont have it anymore and will do with the reporting
and your welcome any time to come on ddhlpsteamed to try them out as well we have bots in there always running

well keep up the good work

Commented 12 years ago2005-10-25 22:58:01 UTC Comment #9591
Reminds me of dm_avalon for HL2DM.
Commented 12 years ago2005-10-26 04:00:19 UTC Comment #9593
just try and imagine what a hl2 map would look like if rimrook made it...
Commented 12 years ago2005-10-26 09:53:27 UTC Comment #9596
Beautiful. As CP said, its a bit like Escher's house of stairs, etc. (one of the first things I wanted to map, but never did.) Very pleasing on the eye!
Commented 12 years ago2005-10-26 10:38:45 UTC Comment #9601
You are truly the master of eye candy, Rimrook.
The map is just absolutely beautiful!
The only things I'd fix is:
Add a mystical ambient sound (something that would fit the theme)
Add some trees at the green areas, although it's not 100% necessary.

The architecture, texturing, idea, lighting are simply astonishing! Beautiful... 5 thumbs up! :D
Commented 12 years ago2005-10-27 10:55:25 UTC Comment #9611
Creative with stairs huh? :D
Commented 12 years ago2005-10-27 12:19:57 UTC Comment #9614
yeah, creative with stairs. :D

As for other things, i'll have everything tomorrow, 10/28/05 hopefully.
I'll make a HLDM map-pack. that includes them all.

It's also good that things runs nicely online. Though I should make less enging-straining maps...

if you need an awsome fy_map or killbox map, let me know!!!
Commented 12 years ago2005-10-27 12:45:27 UTC Comment #9617
oh yeah, get me links to HL2 resources like Hammer 4 i think, the tools required to make stuff for it, and a HL2 BSP viewer and I'm set!

will that work?
Commented 12 years ago2005-10-27 16:09:11 UTC Comment #9624
weve also got a section now in our dl section of website for your maps so peeps can dl them
Commented 12 years ago2005-10-27 17:33:28 UTC Comment #9626
you spelled my name wrong on the downloads page.

that's ok id people pronounce it wrong, but spelling it wrong is kinda different. especially if the correct spelling is right infront of you...

Commented 12 years ago2005-10-28 02:17:57 UTC Comment #9627
Okay Rimrook
Honest error- it has been fixed my pardons if we offended you, that wasn't our
I noticed you have joined the site so welcome to DDHLP I have a message to pass on to you from our team leader Dizzy Devil. (will send pm)
well ta for now

Oh lost coast is out woohoo!!
Commented 12 years ago2005-10-28 07:59:28 UTC Comment #9630
lol! triple post!

the name thing is well pardoned. Many, many people get it wrong. :D
Commented 12 years ago2005-10-28 14:24:27 UTC Comment #9641
No it was a typo slip of the keyboard lol
I swear!!!! and triple post happened by accident i refreshed page and reposted oops did you get the pm?
Commented 12 years ago2005-10-29 07:29:00 UTC Comment #9653
Nooo! Rimrook, stick to HL1!!!
if you map for HL2, they wont work on my PC because they'll be more detailed than actual HL2 which lags enough already.

did that make sense?
Commented 12 years ago2005-10-29 09:28:13 UTC Comment #9656
don't spaz out

I need a mod with "func_detail" property for HL1. That's all i need and i would be set for life. Is it possible to code that for HL1?
Commented 12 years ago2005-10-29 15:07:00 UTC Comment #9659
Commented 12 years ago2005-10-29 15:15:57 UTC Comment #9660
Wow, I'm impressed--as always--, and you seem to be refining your technique at building this map, which is clearly evident for anyone trying this one out.

Texturing is impeccable albeit with a quite limited pallete--true rimrook style. What sets this one apart imo is how crispy clear and pretty they all looked, especially the main brick, which was my favourite! Whilst still in the realm of texturing, I must also say your sky fit really nice on this one and I thought it was most well done.

Architecture is always good and original for your maps, but for this one in paticular, I really loved the multipe, interweaving starways. They were simply beautiful, my second favourite part of the map.

First goes to the creative relief of the level, I think someone else described it as 'escheresque', which is a great analogy. I also like that you cant see the two top most towers until your just about up there.

Cool, different shapes throughout also--windows, hatchways, etc.

I'm quite the noob at lighting, but looked spot on to me.

loved the 'lag ahead' signs too--outstanding!
Commented 12 years ago2005-11-08 17:28:58 UTC Comment #9802
Beutiful, well made.

To bad HL1 light is boring!
But this map is stunningly well made

Only downer is that some textures are a little bit boring

...beutiful! it?s a 5 star map
Commented 12 years ago2005-11-22 15:37:41 UTC Comment #9949
Wow i can tell it took alot of work just by lokking at it kudos
Commented 12 years ago2006-06-18 22:40:35 UTC Comment #12272
All I gotta say is beautiful.
Commented 12 years ago2006-06-20 23:04:39 UTC Comment #12279
+ nice layout
+ nice lighting
+ nice use of textures
  • bad wpoly/eploys in areas
  • you get stuck in a spawn!
  • over scaled texture in 1 area
  • ambients would of been nice
  • gun/hand 'blacks' out in some areas
Commented 11 years ago2006-10-05 06:12:52 UTC Comment #13092
Stunningly beautiful. Thank you! Thank you! Thank you! :)
Commented 11 years ago2007-02-13 10:45:37 UTC Comment #14217
Tis a fair score since I am outside the local groupy bunch. Nice inclusion into the teamplay weekend bunch.
Commented 10 years ago2007-11-28 13:36:10 UTC Comment #16051
Awesome.. Nice lighting, skybox and all of structures, also textures! 5/5 taip ir toliau :D
Commented 8 years ago2009-08-10 14:52:03 UTC Comment #5676
Crosshair color gets mixed up with the sky color. :(
Commented 7 years ago2010-12-01 16:08:04 UTC Comment #18665
@Hanman: Default crosshairs suck at any map (assumign high resolution). Custom crosshair are advise (mine are yellow and I didn't have problems on this map).

I love the design. It is an awesome map thanks to its unique style and design. I enjoy looking at all the details. My suggestion would be to make groups of items to pick up a bit smaller.
Commented 7 years ago2010-12-18 08:48:55 UTC Comment #18682
Awesome map! It can make a pretty damn good GunGame map for CS, since the r_speeds are below 1000!

I love it 5 starts :D

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