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
![;)](https://twhl.info/images/smilies/wink.png)
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
+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.
3/5
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
****************************
+ 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..
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..
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.
"Control"
from
James Bond : Goldeneye (N64)
Nicely done, good use of glass as well.
I like stealthing n00bs with the crossbow
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.
It's probably the best map on the HLDM server and definitely amongst the best dm maps in TWHL.