hldm_milivolt

Half-Life: Deathmatch HLDM
hldm_milivolt by rend0us
Posted 19 years ago2005-11-09 11:34:52 UTC • Completed • Half-Life: Deathmatch
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Name
hldm_milivolt
By
rend0us rend0us
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
19 years ago2005-11-09 11:34:52 UTC
Updated
18 years ago2006-07-28 23:04:06 UTC
Views
1668
Downloads
650
Comments
9
Rating
4.33 (3)
Reviews
0
full star full star full star full star half star Download (2.91mb)

An attempt to clean up hldm_center. Let me know which version is preferd.I hope all enjoy it, tks all...

$1REN

9 Comments

Commented 19 years ago2005-11-09 12:21:22 UTC Comment #9807
this is definatley a lot better, but there are still some things that need work... its still a bit bare. i love the textures, and lightings improved, but for a big area, its a bit boring on the ground.... maybe some parked cars... etc, i dunno... i don't make a lot of DMatches, so...
Commented 19 years ago2005-11-09 13:33:19 UTC Comment #9808
This version looks better. But yes, it does feel empty.
The problem of using detailed textures is that the whole map needs a high detail level in every aspect.
The usual dilema of: why do textures look realistic but a lot of things in the map look strange?
This map would be really easy to fill with props in HL2DM :)
Commented 19 years ago2005-11-09 13:59:17 UTC Comment #9809
I'm going to check this one. Your maps always look so neat.
Commented 19 years ago2005-11-12 06:36:19 UTC Comment #9837
Yes, this looks much better.
Although the map still looks empty, as Kasperg said.
I don't see much changes in this version, the textures were nice, imo.
Just one big problem:
The r_speeds go up to 1.5k in some areas and that's too high for a HLDM map.. Try hint brushes or null textures.
Anyways - the map still needs ambience, and I'd still change the theme of the secret room with the ammo. :)
Commented 19 years ago2005-11-16 21:57:14 UTC Comment #9907
I played them back to back and can't really tell the difference between.

List the changes, perhaps?

Great map anyway!
Commented 18 years ago2005-12-23 10:01:29 UTC Comment #10222
Didn't see much changes besides some texture and layout changes.

The layout is now more straight-forward and the texturing is really improved but you still got the problems with the dead ends, doors, stairs and windows..

Like daubster basicly said : THIS MAP NEEDS AMBIENCE!!

Also, this map suffers from emptyness, yet, more space, more action ;)

Still getting 3 stars..
Commented 18 years ago2005-12-24 12:03:27 UTC Comment #10243
Nice map!

+ Artitecture was fine. Nice houses, gives a feeling of a quite little villige.
+ Texturing was neat. It adds lots to the atmosphire of the villige. Really great costum textures.
+ Good weapon placment. The weaponry and the ammo aren't too close to each other. And it's not to easy to get to the strong weaponry.
+ Gameplay was fine, mostly because of the layout. There is enough room but there is also very little cover.
+ Lighting is sometimes bland but mostly interesting. Try adding more colored lights, change the light from the sky to orange.(since it's in the dusk) Or atlist change the sky.

+/- Neat layout, easy to learn. To bad about the dead end.

- Add some more detail. This map is empty.
- It lacks of ambience.

Don't use breakables in HLDM. For the windows I advice you to use illuosnaries and over them place a clip brush, so the player can't pass them but can shoot through.
Commented 18 years ago2005-12-24 19:44:29 UTC Comment #10262
I forgot to add to the gameplay that this map has doors. Doors slow the flow of the game. Since this is sepposed to be a realistic map of a villige then I think that it wouldn't look nice and realistic without the doors. They're ok in this case, as long they don't reclose... I hate non electrical doors that reclose. What makes them move? Spirits? :P
Commented 18 years ago2006-04-09 09:13:29 UTC Comment #11457
trigger_multiple

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