Half-Life: Deathmatch HLDM
dm_fugitive3 by Archie
Posted 12 years ago2005-12-18 18:41:47 UTC • Completed • Half-Life: Deathmatch
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Archie Archie
Half-Life: Deathmatch
12 years ago2005-12-18 18:41:47 UTC
9 years ago2008-11-13 11:09:13 UTC
3.33 (6)
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This was actually alright once Muzz got his hands on it. It's a shame that version was lost in the mists of time.

Not really worth your download, but I'm leaving it uploaded because it's not awful


Commented 12 years ago2005-12-18 18:47:15 UTC Comment #10124
Did you just make this so others have a chance at reviewing and winning that mapvault compo :D
Commented 12 years ago2005-12-18 19:14:23 UTC Comment #10126
its good! reminds me of a proper dm match by valve.
thumbs up
Commented 12 years ago2005-12-19 14:21:20 UTC Comment #10135
Very nice.

+ Texturing (was excellent in places)

+ Weapon placement
  • Architecture (very blocky in some areas)
Overall: 4/5.
Commented 12 years ago2005-12-19 21:10:57 UTC Comment #10153
2/5 stars.

It?s a small map with big open areas, that breathes action. 3 - 5 people should be enough to fill this map with action. But i get the feeling that you didn?t work on this very much.
  • the architecture is good in someplaces, but in most of them it?s just clipped brushes that look very blocky. And that is not good at all. If you clip them a few more times they will seem much more realistic than they do now, you know the engine can take it and you know how to make it. so why not do that?
  • the cliffs are blocky to, they just don?t look realistic at all. I can see that they are supposed to be cliffs but that?s just because thet have the cliff texture. Use the clipping tool! And make some variation in the hight of the cliffs and work a little harder on the part were you texture them.
  • the textures, at some places they look good, but all in all they don?t. If you scale on side of the wall you should scale the other sides as well.
hunter, i know you are a good mapper, so why do something like this?
  • You used func_breakables in a DM map, the players that join when the game has been going on for some time won?t see them.
  • If you make a cool area (like the room with boxes) you should make a reason to go there so the players will have a nice shoot out in the box room, Otherwise people wont go in there.
+ Nice color?d lights

+ working weapon placement
Commented 12 years ago2005-12-20 08:12:28 UTC Comment #10158
+ Lightning was good! You didn't over use some lights times, it's not too bright and there is contrast between the white light from the buildings, the sun's yellow light and darkness.

+ The layout was nice. Easily to learn and not too big. I advice you too make those two windows that face each other bigger so you can jump between them... will make it even more intresting.

+ Weapon placement was really good. The ammo wasn't too close to the guns. It wasn't too easy to get to the stronger weapons. The long jump model is right next to the spawn point? Thats really bad, its really useful.

+ Gameplay is good. The layout alows a good game flow, no dead end too!

+/- The terrain was Ok. The cliffs looked quite good and realistic in some places but in other places flat and boring. As for the ground, it was mostly flat and in someplaces you added little hills.

+/- Detail was good in someplaces. That pipe on the top added a bit and without those boxes that room would have been complitly blank and boring.
  • Texturing was ok. Nothing special. There was a hill that was misaglained but it's nothing. You also sometimes scale the textures too much. You should try and use those trim textures more.
  • Artitecture was bad. Most of the rooms are blocky. Simple corridors nothing special. There was one rooms with pillers but still the walls around them were bland. Also that little bit of ruined wall in the oute side looks terrebly unrealistic! You cliped it too much and in the wrong places.
Commented 12 years ago2005-12-20 14:34:55 UTC Comment #10171
Oh please.. :
Commented 12 years ago2005-12-20 16:57:32 UTC Comment #10178
Oh please! Can't you take some critsisim? Add some ambience, it will give the map better atmosphire.
Commented 12 years ago2005-12-21 11:54:25 UTC Comment #10192
+ Lightning, I liked it, it gave me a warm feeling inside..

+ Weapon Placements, the good weapons weren't easy to get, wich is good.

+ Layout, easy and typical hldm!

+ Gameplay, fast paced, also, typical hldm!

+/- Architecture, basic stuff, pretty blocky at some places.
  • Texturing, meh, didn't liked it.
  • A few small rooms inside, a well, yah for crowbar! ;)
3 stars.
Commented 12 years ago2005-12-24 15:53:26 UTC Comment #10255
Hunter make it easier and with a bigger ledgh. Look on what they did in crossfire. It's quite fun and easy to jump from window to window.
Commented 12 years ago2006-01-08 14:13:39 UTC Comment #10407
Very nice. Finally, a map that doesn't contain any noticable major flaws!

A nice little HLDM with good weapons placement, pretty bits here and there, and a nice layout.

+Sandbags are nice, but you can make them look nicer I know! Maybe add a nice little func_tank, barbed wire, mines and/or obstacles perhaps, to create a nice killzone :)
+nice climbable camo netting and hidden goodies
+The derelict block wall is a modern art masterpiece but it breaks up the layout nicely
+Interiors are nice to look and otherwise well done imo.
+nice sandy dunes and terrain in general.
+nice texturing and decal work--the top most looked great!

I disagree with everyone that the architecture is blocky. For this map and setting, I think it fits nicely!

My only - would be to add more detail to some of the interior rooms. You are definitely not alone on this, people creating tons generic rooms with absolutely no hint to what purpose they could possibly have.

But I have this with complaint with just about every map I come accross, so imo this gets 5. A nice little DM that is perfect for what it is imo.

NIce Work!

5 stars
Commented 12 years ago2006-01-15 15:50:07 UTC Comment #10473
Whoops forgot to rate!
Commented 12 years ago2006-02-10 19:15:25 UTC Comment #10845
Thought I'd review it.

. Layout
The layout is quite basic. It's just a big square outside with building with a couple of rooms in the middle. Nevertheless, it provides quite intense gameplay. The cliffs outside are wellmade, no complaints there. The inside of the building could've been alot more detailed, but seeing as it's a hldm map, it doesn't matter much. 3/5.

. Gameplay
As stated before, the gameplay is intense. The on-going tau jumping and the battle for the gauss actually puts it down alittle... having people jumping all over (literally) the map, killing stuff, is rather annoying. The insides are cramped, especially the little holes in the wall. 2/5.

. Design
Brushwork is OK, at best. The cliffs are the most wellmade element. The outer walls (the crete ones) look rather blocky and just un-nice. The inside of the building is bairly a bunch of blocked out rooms stuck together. 2/5.

. Lighting
The outside lighting is way too yellow. Feels like you're playing with a huge smilie over your head. The insides are quite dark, bland. 1/5

. Overall
A fun map, no doubts, even though it's frustrating. Not much to look at, plays pretty repetetively (is that even a word?), good for some minutes o' fun.

Final score:
Weak 3, strong 2: 3 Stars.

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