Half-Life: Deathmatch HLDM
dm_control by Archie
Posted 18 years ago2006-02-23 15:20:36 UTC • Completed • Half-Life: Deathmatch
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Archie Archie
Half-Life: Deathmatch
18 years ago2006-02-23 15:20:36 UTC
18 years ago2006-02-23 15:24:42 UTC
4.00 (12)
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Well, this is my competition entry for "HLDM Server Map"
It was in development for 3 days before the competition started as a little test map, but after i saw the DM potential of the main arena, i knew i had to enter it. So, a month of work later here i am, and here it is.
Maybe lacking some intricit detail due to lack of time, but no bugs as far as i am aware.

Look out for the 2 secret areas -

1) is a snark cave, specially made for Pepper (who i am now in debt to for making the models for HL:HS)

2) is the uber secret gauss room.
Comments much appreciated.
Special Thanks

Muzz - The server and rigerous playtesting
Freshed - Complaints Department (but which side of the counter?)
Saco - Many lovely compliments and suggestions
Ant - He's a judge, have to sugar him up ;)


Commented 18 years ago2006-02-23 17:14:20 UTC Comment #10961
eh? sorry, but i honestly beleive it bears no resemblance at all to Black Mesa
Commented 18 years ago2006-02-23 19:03:31 UTC Comment #10962
Just by judging from the picture I see Black Mesa ;)
Meh I would try it but my game is broken as you know...So I guess 4 stars is fair as you seem to have gotten better...You say you can't do architecture well look at THAT floor ;)
Commented 18 years ago2006-02-23 19:12:19 UTC Comment #10963
Hmm, it was okey, I wouldn't say great though.

+Some parts where quite detailed.
+Weapon placement was okey, not bad, no real faults, although perhaps make a certain uber weapon in a harer place to get, with some kind of catch to getting it.
+Vent above the largeish glass room was a nice touch.
+The corridor with the yellow stripes was very nice.

+/-The lighting was okey, not great, could of done with a larger variety of colours than standard white really.

-The texturing could of been bumped up a bit, it all looked quite samey.
-I didn't like the glass room at all, the glass was way too thick for my liking.
-The hole in the wall to get to the AR was a bit poor really, needed some kind of trimming.
-Some rooms needed a lot more detail and attention, such as pillars sticking out, shaped ceilings, decals, gratings on floors etc.
-Needs a focal room I think, although that room with the generator was neat, there needed to be something to draw people there, which relates back to my point above, with the uber weapon being somewhere with a catch, liek a trap etc. and in the room where people will be drawn to it, thus large fire fights.

Quite a good map overall, although I can't say I like it to be honest, nothing really wrong...just some maps are fun to play in, but this kind of lacks a certain fun factor.

Commented 18 years ago2006-02-23 20:10:42 UTC Comment #10967
Things are nice enough on this map, but there is something missing. Partially I think because it doesn't have a stronger central theme. Sort mishmash of sorts. If all the rooms/areas had something more in common, and the layout was more fluid and intuitive, i think it would be much better.

That said, there are some excellent elements to this map. Superb detail in many areas, Superb use of ambients--did you use env_sounds as well?--, and nice lighting made this map a treat to run through. The central glass area was very nice my favourite, and second I loved the generator room too.

Texturing was very clean, but also pretty blah in many places. Architecture was clean but a bit lackluster--not including the detail stuff.

+Nice secret/hidden stuff
+Snark cave!
+R_speeds were quite respectable
+monsters! lol.
+nice use of decals
+creative weapons placement

Going 4 Stars on this for the detail and excellent bits, but this map needs some poishing still imo. Can't speak about gameplay since I have not played yet!

4 Stars
Commented 18 years ago2006-02-24 12:27:41 UTC Comment #10973
Wow.. This is really nice, tons of improvement after the 1st beta.. :o
+ Architecture. Great looks throughout, the corridors weren't too dull, due to the nice supports/pipes/other detail. The main rooms looked great, although I found the glass room a bit repetative.. Maybe it's the glass? It could also use some detail/computers/crates? in the area behind the glass too.. The generator was great, although maybe you could have made some small grating windows, which would show some rotors/other stuff in the generator.
+ Ambience. WOW! Seriously.. You've placed like 2 amb_generics for each room! That really added alot to the atmosphere.. Good show, ol' chap.
+ Layout. Not too complex, not too large, not too confusing.. Pretty good, I think.
+/- Texturing. The textures were ok, although some areas weren't too good (like the glass room). The generator's texture could have been stretched and rotated a bit to hide the pattern. The custom textures were nice, though.
+/- Weapon placement. Some weapong are too close to each other, there's not enough ammo. I liked that not all of the weapons are easily accessable, although overall it wasn't perfect.
+/- Gameplay. The layout is great, although the weaker weapon placement would make the gameplay average.
+/- Lighting. A bit dull, I think. You could have altered the lighting in the glass room, perhaps some coloured lighting?
Overall - a great map. The secret areas were nice and the snark cave was pwnage.. ^^
I'd give 4 stars, since this still needs a little tweaking.
Great work.. :)
Commented 18 years ago2006-02-24 12:31:46 UTC Comment #10974
everything looks great and detailed except for the secret area, well its not very secret and the snark cave was the best
Commented 18 years ago2006-02-24 14:34:04 UTC Comment #10979
thanks for all the helpful comments!

Has nobody yet figured out what this map is based on?
Not the textures, but the layout is very similarly based to a certain game level..
Commented 18 years ago2006-02-24 15:27:16 UTC Comment #10981
I agree with most of what G_KID said.

I only disagree about the big fat ugly vent thingy, that didn't look right.
I dunno, this map just plays so boring. The gameplay doesn't feel right.
1 more thing, the glass is a one time happening, poeple that join in the middle of the game don't even know that there were glass!

3 stars.
Commented 18 years ago2006-02-25 11:33:34 UTC Comment #10991
Whats the level based on Hunter?
Commented 18 years ago2006-02-25 21:28:34 UTC Comment #10998
I'm dissapointed nobody got it :

James Bond : Goldeneye (N64)
Commented 18 years ago2006-02-26 03:43:00 UTC Comment #11001
Heh, seems obvious now :P Nice map
Commented 18 years ago2006-03-06 14:47:34 UTC Comment #11124
I thought this looked kinda familiar. However, if you want to remake a classic, do Temple. Everyone would know that one and it would become famous really fast. I liked some of the props, though some of it seems too scattery and ill-placed. Make make groups or stations or the like.

Nicely done, good use of glass as well.
Commented 17 years ago2006-12-11 11:08:03 UTC Comment #13658
I like this map :)

I like stealthing n00bs with the crossbow
Commented 17 years ago2006-12-11 13:04:01 UTC Comment #13659
thankyou :)
Commented 10 years ago2014-05-06 15:00:19 UTC Comment #20560
Never too late to comment.

Gameplay is pretty fun. It seems concept oriented as I think you intended in that players hold the core area with the gauss and long jump.

It's nice that starting in the outer hall areas you've provided a bow so that you can have some chance in advancement to the core area.

Good luck on the remake.
Commented 10 years ago2014-05-11 20:49:59 UTC Comment #20565
Excellent map. A bit rough around the edges and I got stuck in level geometry a few times, but it plays great and it has a pretty good dynamic.

It's probably the best map on the HLDM server and definitely amongst the best dm maps in TWHL.
Commented 10 years ago2014-05-17 11:44:59 UTC Comment #20589
Dude what a fuckin' rip-off of altdel.
Commented 2 years ago2022-01-16 07:21:41 UTC Comment #104019
It's no Altdel.

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